Open tukkek opened 6 years ago
A chest could have a key to another locked chest (double reward on the second). That's a nice gameplay incentive for exploration. Unused keys are removed when you lave the dungeon.
Once shops accept selling, instead of having money, chests could instead have mundane items of value http://www.d20srd.org/srd/treasure.htm
These items would be Appraised by the party when first found and when being sold (using Appraise or Knowledge-5).
Bargaining rules can be found here. Each shop uses its level as rank for all skills, with +2 as ability bonus - with their levels also determining how much it can accept for an item. If in a district, use city population instead of level (whichever higher) http://www.d20pfsrd.com/skills/appraise/
This system allows for plenty of interesting emergent scenarios, from shopping around cities to see which one will pay the most for your loot to using Eagle Spendor prior to selling your items.
The lowest selling price is always half the actual item value.
A simpler bargaining system would just be appraise or knowledge-5
/20 to determine the value (50-100%), multiplied by Seller Diplomacy/Buyer Diplomacy
- again limited to 50-100%. Always take 10 on rolls.
The problem with this system is that the highest SRD mundane item sits on 7,000gp average, which is really low. Instead, maybe just add those as normal items to the pool. The bargaining system can still be used for magic items.
Ultimate Equipment comes to the rescue offering more options, up to 13,000GP http://paizo.com/pathfinderRPG/prd/ultimateEquipment/appendix.html
For items with random values, make as with wands - have one of each type but after each clone()
reroll the item value.
Trapped chests could be independent from normal generation (treasure worth = trap CR). Search will let the player know that the chest is trapped.
Lock DC could be a property of all chests, with a random delta CR. Material could be similar - allowing for breaking the chests too if unlocking isn't successful. Both are based on the dungeons overall EL, but are determined independently, with some degree of variance.
Chests containing temple Keys should maybe not be locked? Otherwise the game may become unwinnable.
The chance of a chest being hidden, locked or trapped should be the same as for doors - however, there is a 20% chance of none, before checking the tables.