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Making money matter (forked from Abstracting Wealth)
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<blockquote data-quote="Grydan" data-source="post: 5683265" data-attributes="member: 79401"><p>From my post in the Abstracting Wealth thread:</p><p></p><p>I want to seperate the magic item economy completely (no buying, selling, or even crafting of magic items), use the inherent bonus system to make sure everyone's numbers are covered, and then make money matter <strong>more</strong>.</p><p> </p><p>As the system currently exists, copper pieces are essentially meaningless. They matter for about 5 minutes during level 1, after which you might as well skip writing them down. Silver pieces have relevance for a couple of levels longer, but soon anything but vast quantities of them are simply an inconvenience rather than treasure. Often a quest takes long enough that by the time you finish it, the originally promised reward is pocket change, and almost not worth your time going back for.</p><p> </p><p>I want to have a campaign where, as in some of my favourite fantasy novels, money occasionally matters. Do you take the higher paying job, and the risk that goes along with it, or settle for the safer but less rewarding one? Do you have enough spare gold to stay at the best inn, do you settle for the dive on the waterfront, or do you sleep in a stable? Can you afford next term's tuition at the academy, or are you going to have to get a loan from a loan-shark? </p><p> </p><p>Maybe, once I run it, I'll find it frustrates me, or the players, or both. Still, I want to give it a shot.</p><p></p><p></p><p></p><p>Part of any effort to make money matter is also ditching the DMG treasure guidelines. Using them would indeed be counterproductive.</p><p></p><p>The reason that the parcels scale up so much is <em>because</em> of the magic item economy. I'd be divorcing expected wealth from level entirely. The economy need not necessarily scale at all.</p><p></p><p>Costs of living become relevant. If your job in the city pays 1 gp a day, you're barely scraping by. That's enough for a day's stay at an inn in a typical room, one meal, and one pitcher of ale, with a silver left over. An offer of a 10 gp reward for a task is a chance to get ahead, rather than a joke. A promise of a 100 gp for a quest isn't a trivial amount used as a plot-hook, it's a serious motivator. </p><p></p><p>Pursuing a dragon's hoard becomes taking a serious gamble with your life for a shot at actually becoming fabulously wealthy, rather than something that rewards you with exactly the same amount of wealth you would have earned for taking a safer quest that earned the same XP.</p></blockquote><p></p>
[QUOTE="Grydan, post: 5683265, member: 79401"] From my post in the Abstracting Wealth thread: I want to seperate the magic item economy completely (no buying, selling, or even crafting of magic items), use the inherent bonus system to make sure everyone's numbers are covered, and then make money matter [B]more[/B]. As the system currently exists, copper pieces are essentially meaningless. They matter for about 5 minutes during level 1, after which you might as well skip writing them down. Silver pieces have relevance for a couple of levels longer, but soon anything but vast quantities of them are simply an inconvenience rather than treasure. Often a quest takes long enough that by the time you finish it, the originally promised reward is pocket change, and almost not worth your time going back for. I want to have a campaign where, as in some of my favourite fantasy novels, money occasionally matters. Do you take the higher paying job, and the risk that goes along with it, or settle for the safer but less rewarding one? Do you have enough spare gold to stay at the best inn, do you settle for the dive on the waterfront, or do you sleep in a stable? Can you afford next term's tuition at the academy, or are you going to have to get a loan from a loan-shark? Maybe, once I run it, I'll find it frustrates me, or the players, or both. Still, I want to give it a shot. Part of any effort to make money matter is also ditching the DMG treasure guidelines. Using them would indeed be counterproductive. The reason that the parcels scale up so much is [i]because[/i] of the magic item economy. I'd be divorcing expected wealth from level entirely. The economy need not necessarily scale at all. Costs of living become relevant. If your job in the city pays 1 gp a day, you're barely scraping by. That's enough for a day's stay at an inn in a typical room, one meal, and one pitcher of ale, with a silver left over. An offer of a 10 gp reward for a task is a chance to get ahead, rather than a joke. A promise of a 100 gp for a quest isn't a trivial amount used as a plot-hook, it's a serious motivator. Pursuing a dragon's hoard becomes taking a serious gamble with your life for a shot at actually becoming fabulously wealthy, rather than something that rewards you with exactly the same amount of wealth you would have earned for taking a safer quest that earned the same XP. [/QUOTE]
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Making money matter (forked from Abstracting Wealth)
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