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Sjeng wrote:so you're basically giving your heroes gold loot for kills? Doesn't that make them too rich?





Ethica wrote:Looting corpses is something I've considered in the past but never implemented.


Malcadon wrote:The coins range between 1-6, but they are mostly 1s and 2s, with 5s and 6s being rare (the Pirates game had 5s & 6s in the first set, but discontinued them ho to how the coins are deployed). I have so many 1s and 2s, I have been marking some of them with icons for special treasure (draw from the Treasure Deck).
The only problem is that the players usually get about the same amount of gold from killing monsters, as they would searching rooms for treasure, so they become more focused on bleeding a dungeon dry, by killing anything with coin on it: a Wondering Monster is looked on more as a blood and coin-filled piñata, then as booby-trap.
Malcadon wrote:For the same reason classic D&D game tied EXP with earned GP, giving out loot for kills change the scope of the game just as drastically as the social Darwinism that comes with the UK's "may target (for attack) any hero or monster" rule. When you make a dead monster more valuable, the focus of the game is less about getting to the objective, and more about "clearing" a dungeon, which means, that the players would linger well after they accomplished the objective, so they can bleed the place dry. (In the case of D&D, players would ignore wandering monsters - who only have pocket change - so they would sneak around to the treasure hoard) On top of that, the players would give-up on searching for treasure, if they feel like the deck has been tapped of anything useful. If you got all the 25+ cards and Healing Potions, would you risk drawing a Hazard or Wandering Monster?


Daedalus wrote:Nice thematic addition you have there. I'm sure nobody complains about slowing down the game to draw some loot! Do your players share the treasure when more than one Hero kill a monster together, or is it treasure to the deathblow?
Daedalus wrote:To discourage bleeding the dungeon dry, implement a mechanic of diminishing returns like the treasure deck has. I'd suggest reducing the starting coin pool and adding in low and/or zero value coins to replace drawn coins. You could also add in specially marked coins from your extra coins that represent negative events, such wandering monsters or hazards (ex.- coin bag has a poisonous centipede in it). Those would go back in after they are drawn. By the time a Quest goal was finished, killing monsters wouldn't be so lucrative.
I think wandering monsters should always carry less or no treasure- be it from the treasure deck or coin pool. Otherwise they aren't a negative draw.
Daedalus wrote:Overall, your still introducing more buying power, and thus tilting things in the Heroes' favor. I think further down the line this would have a positive effect, but towards the beginning the Heroes advance a bit faster than the challenges provided by the published Quests. If your making your own Quests, no problem. Those who wanted to use monster coins with published Quests or prefered slower progression should use a money-draining house rule as a compliment. My favorite is weapon damage.



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