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General Tabletop Discussion
*Pathfinder & Starfinder
Making money matter (forked from Abstracting Wealth)
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<blockquote data-quote="delericho" data-source="post: 5683710" data-attributes="member: 22424"><p>In order for money to matter, it has to be a tightly limited resource, so that the PCs can't just buy whatever they want. (The same applies to ammunition, rations, encumbrance...) The game handles this automatically by allowing them to buy magic items, but if you're wanting to break that cycle then you'll need to do something else.</p><p></p><p>Basically, you'll need to be much more frugal in giving out treasures. Instead of getting a treasure of 100gp, they'll need to get 100cp. And so on. As soon as the PCs amass any significant funds, money will cease to be of interest.</p><p></p><p>At the same time, you'll probably want to add some means of money drain. Either declare some equipment items to be 'perishable', and in need of replacement every adventure (likely possibilities are rations, water and wine, rope, potions, acid, oil...), or charge them a maintenence/training charge after each adventure (say 1% of their XP total in gold), or deduct a percentage of their ready gold between adventures (costs of the rock-and-roll adventurer's lifestyle, loss to pickpockets, bad gambles, or money that is just lost).</p><p></p><p>One other alternative you might consider is dusting off the old notions of domain management - encourage PCs to set up their own stronghold, with all the costs inherent in building, maintaining and staffing such an undertaking. Those costs will also very rapidly add up.</p></blockquote><p></p>
[QUOTE="delericho, post: 5683710, member: 22424"] In order for money to matter, it has to be a tightly limited resource, so that the PCs can't just buy whatever they want. (The same applies to ammunition, rations, encumbrance...) The game handles this automatically by allowing them to buy magic items, but if you're wanting to break that cycle then you'll need to do something else. Basically, you'll need to be much more frugal in giving out treasures. Instead of getting a treasure of 100gp, they'll need to get 100cp. And so on. As soon as the PCs amass any significant funds, money will cease to be of interest. At the same time, you'll probably want to add some means of money drain. Either declare some equipment items to be 'perishable', and in need of replacement every adventure (likely possibilities are rations, water and wine, rope, potions, acid, oil...), or charge them a maintenence/training charge after each adventure (say 1% of their XP total in gold), or deduct a percentage of their ready gold between adventures (costs of the rock-and-roll adventurer's lifestyle, loss to pickpockets, bad gambles, or money that is just lost). One other alternative you might consider is dusting off the old notions of domain management - encourage PCs to set up their own stronghold, with all the costs inherent in building, maintaining and staffing such an undertaking. Those costs will also very rapidly add up. [/QUOTE]
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Community
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Making money matter (forked from Abstracting Wealth)
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