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Great stuff, your weapon and damage proficiencies, as well as training system for character advancement won me over between this and Ruincairn. I think the dependence on gold and finding trainers is a great motivator for player buy in and agency. When developing this is their a source for gold/item values that you had in mind or drew from? I want to ensure I can balance when adapting published adventures for other systems.


Also are you intending to allow monsters to have weapon/damage proficiencies, and/or the ability to block/dodge/parry?

Thanks!

I'm not too deep into fantasy economics, as it immediately ties into a lot of other price dynamics. I find that Brave has a very strong list of goods and services, and I feel like that would be a pretty good guideline (though maybe training should be a bit more expensive than that).

I think the cost of training should not just be gold - there's a lot of fun to be had in finding and convincing trainers, before gold even enters the picture.

Appendix B goes into making NPCs (and monsters). My general usage of it comes down to:

  • NPCs and monsters are always damage proficient.
  • Notable skilled combatants might be weapon proficient. This makes it A) easier to run as a Warden, and B) reinforces the danger of these combatants.
  • Notable skilled or dangerous combatants might have the ability to fight back, block, dodge or parry - see Appendix B for suggestions.