I rethought my gold costs. Each item tier doubles in cost over the previous tier, rather than tripling.
Sarrak: I changed your silly defensive debuff into a DoT spell.
I'm sharply limiting inventory slots. You
can all carry healing potions around, but you'll be limiting what you can bring back. I think I'll grant everyone a single action before the first mission, which can be used to find a specific type of merchant (Backpacks, maybe?), help build something, earn a small bit of coin on some random job, searching for crafting supplies, actually crafting, etc.
The first buildings will cost 24g and a few person-turns of construction work. You building a basic gate before the first mission is quite possible, but it will be slightly worse than the rental (less intel, since none of you have any sort of distance viewing or precog, and you don't have any magic things to take their place).
I failed to mention food. You can buy 10 tier 1 food items for 4g. These last for an entire dungeon run, but you also need to feed those remaining behind and any giant weasels you may have. You can buy cheaper food, but you'll get debuffs for trying to adventure on whatever-it-is-that-peasants-eat. Likewise, you'll get small buffs for more expensive food, but that's probably not worth it yet.
Everyone sitting behind in the base gets one action per battle. They have to personally input their action each battle (no orders from IronyOwl, and no setting yourself to autocraft until everyone else is back). It is my hope that this will somehow keep people interested.
Here's how battle participation works:
Initially, you can gate 4 people into a mission. You also have 4 battle slots. (I'm not yet sure what will increase battle slots.) Everyone not in a battle slot, but in the dungeon, will be in reserve. Everyone in a battle slot will appear in the battle, and will gain equal XP, whether they single-handedly slay five dragons, or stand in a corner guarding the exit. You currently have no way to swap reserves into a battle mid-fight, and I'm not sure how I'd handle XP for that anyway. Between battles, you may freely swap people between reserve and battle slots. Between battles, those in reserve may cast spells (Healing, searching the battlefield for treasure, summons that last for multiple battles, etc).
You need to return to base to level up. Once a character has enough XP to level up, they gain no more xp for that dungeon.
2. I'm not sure we can count on our weaselrider being able to snatch and haul people around like that.
That is not an ability he has, even for small yet strangely heavy fairy-types.
As for spending, can we take the money off of Chauner while he's in the hall? It would be much safer then trying to do so in a dungeon.
Personal wealth is assumed to be stored in the guild-hall in a safe only accessible for the owner and the current guild master, unless stated otherwise. The guild master is free to levy taxes.
Also, I'd suggest to let lower-level characters battle first/more, so they don't fall behind. It's like X-Com: train the rookies, so it's not game over if (when?) your best soldiers die.
I'll generally be more-or-less making battles scale to the level of the entire party in the dungeon (including reserves). The main risk is someone getting bored and leaving if they're only ever allowed to be a crafting slave.
On another note, is there a way to sell crafted items? I'm guessing Barthold can help us there, but there seems to be nothing written about it.
Yes. Merchants may spend an action trying to sell something, or you may try to find a merchant to sell to. You'll probably get about 15%-20% without merchant skills, and 30%-50% with merchant I and nowhere to sell from.
Nirur, can you process my sheet please?
No, sorry. It would take to long to process every sheet before they're in the game, and I'd rather make IronyOwl choose recruits based on a theme instead of on who rolled the best.