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How much to "charge" PCs between adventures? (cost of living)
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<blockquote data-quote="Janx" data-source="post: 5021291" data-attributes="member: 8835"><p>I lke some of the ideas in here on what spending money during downtime represents, including getting XP (celebrim).</p><p></p><p>What I wouldn't like, as a player, is the DM telling me that "I spent X gold in the 3 months that went by".</p><p></p><p>Excuse me?</p><p></p><p>I will tell YOU how I spent my 3 months, and then YOU can tell me how much what my revenue and expenses were.</p><p></p><p>If the DM is going to model living expenses, then he sure as heck better be modeling income streams during off-time as well.</p><p></p><p>Fact is, if you have a lot of money, you can live good and invest and maintain that lifestyle. Or you can be a a pirate and waste it all on hookers and blow.</p><p></p><p>The result is, once you have money, you don't have to run out, unless you choose to run out.</p><p></p><p>Therefore, cost of living expenses are just adding bookkeeping to model something that probably isn't worth it.</p><p></p><p>If you really wanted to model it:</p><p></p><p>player chooses a lifestyle level. This deducts from his immediate cash reserve on a monthly basis (ex. paying the rent from his coin pouch).</p><p></p><p>player chooses his investment level, this is cash that is removed from his immediate cash reserve. He then gets an income to his immediate cash reserve (investments being paid to him), which he could then re-invest or have in his coin pouch.</p><p></p><p>With this model, let's say the Plucky picks a 100GP a month lifestyle (we'll call that nice). He has 10,000GP lying around, so he invests that in various businesses (perhaps the bar he owns, or whatever, it's abstract). The GM determines the ROI either as a fixed value or rolls it randomly. This part needs some fiddling. let's say it generates a fixed rate of 1% per month. That means it pays out 1% of 10,000GP, which is 100GP. This means the PC's investments are paying for his lifestyle.</p><p></p><p>After 1 year of time, the PC isn't any richer, or poorer, yet has lived a nice lifestyle.</p><p></p><p>Meanwhile, Drinky has sat drinking 100GP a month. He didn't invest. He's out 1,200 gold in 1 year. That means he still has good pile of gold, but he can't keep this up forever. However, it's fair to say that he could have had a trade, so that would have needed to be modeled, alongside "investing"</p><p></p><p>As a GM, we're always tempted to bring level into things, because deep down, we're trying to burn the PCs resources, to make them poor so we can go back to the good old days of grubbing for money in dungeons.</p><p></p><p>Frankly, the campaign is supposed to change at high levels. The party is powerful and affulent. That's what they worked for. Rich people have different problems than poor people. Explore them.</p></blockquote><p></p>
[QUOTE="Janx, post: 5021291, member: 8835"] I lke some of the ideas in here on what spending money during downtime represents, including getting XP (celebrim). What I wouldn't like, as a player, is the DM telling me that "I spent X gold in the 3 months that went by". Excuse me? I will tell YOU how I spent my 3 months, and then YOU can tell me how much what my revenue and expenses were. If the DM is going to model living expenses, then he sure as heck better be modeling income streams during off-time as well. Fact is, if you have a lot of money, you can live good and invest and maintain that lifestyle. Or you can be a a pirate and waste it all on hookers and blow. The result is, once you have money, you don't have to run out, unless you choose to run out. Therefore, cost of living expenses are just adding bookkeeping to model something that probably isn't worth it. If you really wanted to model it: player chooses a lifestyle level. This deducts from his immediate cash reserve on a monthly basis (ex. paying the rent from his coin pouch). player chooses his investment level, this is cash that is removed from his immediate cash reserve. He then gets an income to his immediate cash reserve (investments being paid to him), which he could then re-invest or have in his coin pouch. With this model, let's say the Plucky picks a 100GP a month lifestyle (we'll call that nice). He has 10,000GP lying around, so he invests that in various businesses (perhaps the bar he owns, or whatever, it's abstract). The GM determines the ROI either as a fixed value or rolls it randomly. This part needs some fiddling. let's say it generates a fixed rate of 1% per month. That means it pays out 1% of 10,000GP, which is 100GP. This means the PC's investments are paying for his lifestyle. After 1 year of time, the PC isn't any richer, or poorer, yet has lived a nice lifestyle. Meanwhile, Drinky has sat drinking 100GP a month. He didn't invest. He's out 1,200 gold in 1 year. That means he still has good pile of gold, but he can't keep this up forever. However, it's fair to say that he could have had a trade, so that would have needed to be modeled, alongside "investing" As a GM, we're always tempted to bring level into things, because deep down, we're trying to burn the PCs resources, to make them poor so we can go back to the good old days of grubbing for money in dungeons. Frankly, the campaign is supposed to change at high levels. The party is powerful and affulent. That's what they worked for. Rich people have different problems than poor people. Explore them. [/QUOTE]
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