New Loot Rules

I've added a new Loot rule in place of money. I generally don't like trying to set prices for things in game and managing money. The previous version of the game mentioned money and rolled for it when creating your character. Nothing else was done with it, so I decided to change it up.
Instead of money, there's the concept of Loot. It's assumed characters have enough money to pay for normal things like food, room & board, clothing, and standard adventuring gear. Only when they need to buy something more expensive or rare do they need to worry about having enough to pay for it. That's where Loot comes in.
As characters go on adventures, they'll earn Loot. The general rule of thumb is 1 Loot for each adventure. Loot represents all the gold and things they find which would generally be exchanged for money so they can buy other things. Instead of filling the character sheet with all that stuff, players can focus on the things they want to keep like weapons and other gear they'll use while adventuring.
When buying something expensive or rare (horse, pay to have a weapon enhanced, etc.) they will make a Will (social encounter) roll to see if they can negotiate a fair price for the item. The difficulty die they roll against depends on how expensive/rare the item is. They can spend 1 Loot to reduce the difficulty 1 level. If they have more than 1 Loot, there's no reason they couldn't spend more to reduce the difficulty even further.
Simple and easy to manage.
Files
Get The Quick RPG
The Quick RPG
Instant Action, Epic Tales
Status | In development |
Category | Physical game |
Author | Squidhead Games |
Tags | fkr, one-page-rpg, rules-lite, Tabletop role-playing game |
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