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Creating a Wealth Score in 5e D&D
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<blockquote data-quote="turnip_farmer" data-source="post: 8380910" data-attributes="member: 7029365"><p>I don't think I would, to be honest.</p><p></p><p>Wealth scores seem suited to a modern game with banks and credit and all that, but it seems out of place in a medieval fantasy style game. Just give them gold and silver pieces.</p><p></p><p>Now, if I did want some sort of abstract mechanic to do the same thing, I might think in terms of some sort of social credit score. If you're in some kind of pseudo medieval setting, you could reason that most of the peasants round about don't deal in money much. It's all barter, and people doing favours for friends.</p><p></p><p>So characters could have a score representing their connections and how well liked they are. They could use this to get items, perhaps the use of animals, labour done on their behalf. Their score would decrease every time they used it (people have limited patience for giving out unreciprocated favours), but could go up as they saved people from bandits and monsters or whatever.</p><p></p><p>You could make most things hard to buy with money, so that players need to use their score for basic living expenses (peasants putting them up for free). But if their score gets high enough sure to great deeds of heroism, you could have that increase the radius in which the score works, as they become famous heroes that people are happy to do favours for.</p><p></p><p>Note that this is an idea I just had now, not something I've carefully thought through our actually tried.</p></blockquote><p></p>
[QUOTE="turnip_farmer, post: 8380910, member: 7029365"] I don't think I would, to be honest. Wealth scores seem suited to a modern game with banks and credit and all that, but it seems out of place in a medieval fantasy style game. Just give them gold and silver pieces. Now, if I did want some sort of abstract mechanic to do the same thing, I might think in terms of some sort of social credit score. If you're in some kind of pseudo medieval setting, you could reason that most of the peasants round about don't deal in money much. It's all barter, and people doing favours for friends. So characters could have a score representing their connections and how well liked they are. They could use this to get items, perhaps the use of animals, labour done on their behalf. Their score would decrease every time they used it (people have limited patience for giving out unreciprocated favours), but could go up as they saved people from bandits and monsters or whatever. You could make most things hard to buy with money, so that players need to use their score for basic living expenses (peasants putting them up for free). But if their score gets high enough sure to great deeds of heroism, you could have that increase the radius in which the score works, as they become famous heroes that people are happy to do favours for. Note that this is an idea I just had now, not something I've carefully thought through our actually tried. [/QUOTE]
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