Definitely a fan of the concept behind the wealth bonus, though I don't like d20 Modern's default implementation. I think the designers overextended the concept farther than was useful in d20 Modern itself, which caused the mechanical wonkiness which is my sticking point with that specific implementation, but I like the meta-mechanic of providing an abstract way of representing long-term resources that is relatively low-overhead. One of the biggest ways to abuse the rules in d20 Modern is through the wealth system, which is a shame. I think that it could be patched up, and significantly improved.
If I were to redesign Wealth in d20 Modern, I'd make the Wealth score a sort of "access to long term resources that matter over time" while running individual adventures essentially on "cash on hand." So a car paid for via mortgage acts to lower your wealth score because you took a hit to your long-term Wealth in order to pay for the huge upfront cost. Alternatively, once adventures are over or during in-game downtime between adventures, you would be able to pay back cash on hand to get long-term resources down the line. That way, you could run things like day-to-day operating expenses which don't matter much in terms of any single moment on your Wealth though they have in-game dramatic consequences over a longer period, while expenses that have dramatic consequences right at that moment in-game come out of a similar statistic/attribute/score/whatever, which I'll refer to as Cash that represents what the character has access to without taking time to get more, with little book-keeping between sessions or adventures, which is where I think the real problem lies. (If your players are buying and selling so much within adventures that even that is becoming an issue, then I think you just have economy obsessed players or simply need to make the loot descriptions a whole lot shorter and just approach them as being X amount in cash + Y number of appropriate items) They would be separate, but related, as Wealth would probably define how much Cash you get at the beginning of adventures and what you might get in terms of Cash if you decide to borrow against Wealth at some point within the story.
Kamikaze Midget said:
* The Gates of Planescape: Basically, you stepped through a doorway and were teleported to basically where you need to be. You didn't need to take a long, wearying journey to jump into adventure into some far away land -- it removed the dull "walk for days, random encounter, walk for some more days, now we can get back to the fun part" element from a lot of the game.
As far as the gates go, I'd say they were a great setting mechanic that reinforces a general "fun first" principle. That said, the fact that the setting had a multitude of ways to get around the Planes also let the gates and portals be one choice among many which had different strengths and weaknesses for those times when the journey really
was at the heart of the adventure.