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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
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<blockquote data-quote="bbjore" data-source="post: 5694981" data-attributes="member: 27539"><p><strong>Re: The three clue rule.</strong></p><p></p><p><a href="http://thealexandrian.net/creations/misc/three-clue-rule.html" target="_blank">The Alexandrian - Misc Creations</a></p><p></p><p>As for posts on topic, one system I use is that as the players level, I assume they have built up enough financial infrastructure to afford a lifestyle appropriate to their status which costs as much per month as a consumable of their level does. They also receive the same amount as cash on hand each adventure (the length of downtime is generally hand-waved in my campaign). This gives them just enough to buy 1 consumable per adventure, and is considered part of the treasure parcel.</p><p></p><p>For players that wanted to roleplay things like an extravagant lifestyle, or lavish gifts, I introduced new consumables, things like a fancy outfits, extravagant dinners, or opulent hotel rooms. These consumable represented various ways the players could essentially squander their hard earned wealth, and provided bonus to skills or nifty powers for the duration of the adventure.</p><p>Fancy clothing would provide bluff & diplomacy bonuses, the dinner gave a single automatic success on a social skill challenge, and the hotel room provided a bonus healing surge for the day. I essentially went with what the player was trying to get out of spending their money that way, gave them a mechanical benefit for doing so, and balanced it against similarly priced consumables of the same level.</p><p></p><p>It worked because player's that weren't into it just bought a healing potion, those that were ended up spending not only their monthly income, but a good portion of their adventuring gains on fancy clothes, fine perfume, extravagant rooms, ridiculous statues of themselves in the town square... It added a fun dimension to the downtime game.</p></blockquote><p></p>
[QUOTE="bbjore, post: 5694981, member: 27539"] [b]Re: The three clue rule.[/b] [url=http://thealexandrian.net/creations/misc/three-clue-rule.html]The Alexandrian - Misc Creations[/url] As for posts on topic, one system I use is that as the players level, I assume they have built up enough financial infrastructure to afford a lifestyle appropriate to their status which costs as much per month as a consumable of their level does. They also receive the same amount as cash on hand each adventure (the length of downtime is generally hand-waved in my campaign). This gives them just enough to buy 1 consumable per adventure, and is considered part of the treasure parcel. For players that wanted to roleplay things like an extravagant lifestyle, or lavish gifts, I introduced new consumables, things like a fancy outfits, extravagant dinners, or opulent hotel rooms. These consumable represented various ways the players could essentially squander their hard earned wealth, and provided bonus to skills or nifty powers for the duration of the adventure. Fancy clothing would provide bluff & diplomacy bonuses, the dinner gave a single automatic success on a social skill challenge, and the hotel room provided a bonus healing surge for the day. I essentially went with what the player was trying to get out of spending their money that way, gave them a mechanical benefit for doing so, and balanced it against similarly priced consumables of the same level. It worked because player's that weren't into it just bought a healing potion, those that were ended up spending not only their monthly income, but a good portion of their adventuring gains on fancy clothes, fine perfume, extravagant rooms, ridiculous statues of themselves in the town square... It added a fun dimension to the downtime game. [/QUOTE]
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