Saturday, July 27, 2013

System Mechanics: Item Appraised Value (Part I):

In MaL, everything, living or otherwise, has a default value attributed to it due to its current condition, rarity and usefulness.  200 Copper Pieces equals 1 Gold Piece, 200 of those equals 1 Platinum Piece, and so forth for the majority of different civilizations, as metals retain their value due to rarity if pure enough, or alloyed consistently.  Some other locations may use a barter or credit system, but the appraised value is set with the Piece values due to it being far more fair and understandable.  First, let's look at the current item system:

Item: Item Name (Weight) (Value) (Toughness) (EP) (Aspects): Description.

Note that rarity isn't listed in it, so let's add that to the system.

Item: Item Name (Weight) (Rarity) (Value) (Toughness) (EP) (Aspects): Description.

Alright, so rarity is added and there is a value already in the system, but what if a new item is being added to MaL later, either by the creative team or a GM on a custom item basis for something like a quest?  Therein lies the point of this mechanic.  For every point of rarity, 15% is added to the value.  For every point of toughness or EP, another 5%.  Each aspect adds 15% to the value, regardless of its type.  This means a Simple Flame Sword has the same added value as a Fine Sword, as the latter is a better made sword.  But what about weight and what are these percentages being added to?  Weight scales plus or minus 5% for every 25 pounds depending on if it is better suited to be stationary or kept in one place.  If it is best suited to be in a single location, subtract the percent, and vice versa if the other way around.  The base value depends on what type of item it is, starting with an initial value of the type and subtype of item category it belongs to most.  More on that another time, but the more precise the item is, the more specialized it becomes, and therefore the more valued at base value.

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