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General Tabletop Discussion
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Abstract Wealth Systems - yes or no?
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<blockquote data-quote="arscott" data-source="post: 2770633" data-attributes="member: 17969"><p>I'd say the breakdown when buying starships and mecha are more a problem with the starship and mecha systems than with the wealth system. D20 Future was sketchy in this and several other respects.</p><p></p><p>I love wealth systems. I think it allows you to be more evocative in terms of the treasure with which you reward players while at the same time saving on most of the paperwork.</p><p></p><p>Instead of finding 40 platinum, 200 gold, and a couple of gems, you can find 40 gold bars stamped with the seal of the rechstagen emperor, 25 gold soverigns from the old kingdom, 147 royal crowns, 23 catalian peices of eight, a small jewelry box carved from teak and ebony, and a copper hay-penny. And all without worrying about the exchange rate between catalan and local coin, how valuable a teakwood is, or what to do with half a copper.</p><p></p><p>As for introducing the system, I have a suggestion:</p><p>-Start with a one-shot or short campaign with pre-generated characters who already have their major equipment and their wealth scores, but not a 10 foot pole or 50 feet or rope. That way, their first introduction to the wealth system is "it's under your wealth score, you get it for free". Introduce a need to obtain more expensive equipment that could reduce a hero's wealth bonus later in the game. And if they have an employer (and were smart enough to include an expenses clause in their contract), let them requisition equipment too. Giving free stuff to players is an excellent way of selling them on the rule. Only after introducting players to the process of character creation and initial wealth determination.</p></blockquote><p></p>
[QUOTE="arscott, post: 2770633, member: 17969"] I'd say the breakdown when buying starships and mecha are more a problem with the starship and mecha systems than with the wealth system. D20 Future was sketchy in this and several other respects. I love wealth systems. I think it allows you to be more evocative in terms of the treasure with which you reward players while at the same time saving on most of the paperwork. Instead of finding 40 platinum, 200 gold, and a couple of gems, you can find 40 gold bars stamped with the seal of the rechstagen emperor, 25 gold soverigns from the old kingdom, 147 royal crowns, 23 catalian peices of eight, a small jewelry box carved from teak and ebony, and a copper hay-penny. And all without worrying about the exchange rate between catalan and local coin, how valuable a teakwood is, or what to do with half a copper. As for introducing the system, I have a suggestion: -Start with a one-shot or short campaign with pre-generated characters who already have their major equipment and their wealth scores, but not a 10 foot pole or 50 feet or rope. That way, their first introduction to the wealth system is "it's under your wealth score, you get it for free". Introduce a need to obtain more expensive equipment that could reduce a hero's wealth bonus later in the game. And if they have an employer (and were smart enough to include an expenses clause in their contract), let them requisition equipment too. Giving free stuff to players is an excellent way of selling them on the rule. Only after introducting players to the process of character creation and initial wealth determination. [/QUOTE]
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