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d20 Modern Wealth problem?
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<blockquote data-quote="Lord Zardoz" data-source="post: 525088" data-attributes="member: 704"><p>Hehe. We really seem to have a bit of a disagreement going here, Mistwell. No problem. Lets debate this a bit further and see where it goes.</p><p></p><p>First, I admit that I am not pointing out common occurances within the game. I am merely saying that the system appears to break down at the extreemes. Every RPG system tends to do that. The problem with such things happening in the wealth system is that such things are more readily exploited.</p><p></p><p>Your also saying, unless I am mistaken, the wealth system accounts for installment payments by reducing the wealth score. Or to state it another way, the reduction in wealth resulting from large purchases represents paying the instalments. No problem there either.</p><p></p><p>What I dont like is that purchasing a house works much differently then buying any other very expensive item. Special circumstance exceptions to rules always cause problems. I have no problem that the bulk of food and lodging costs are not tracked. I actually like that a great deal. What I dont like is that some things are lumped into that category that I do not think should be. I have always hated special case rule exceptions, and I see the house vs car thing as one of those problems.</p><p></p><p>The only reason I want a way to account for persistent expenses is so that a character can then choose to free up some of their wealth by opting to not pay their bills, or by changing their living situation (moving to a lower rent apartment) rather then having to resort to selling things. Its not that I wish to track homelessness and tax paying and feel a need to fix that with a house rule. Its that the current system does not account well for what I think are valid player choices (opting to pay less or no rent to reduce fixed expenses).</p><p></p><p>Even so, I do not actually have a solution for that problem, and it is minor enough that I dont see a huge need to fix it or change it. I just feel like complaining a bit to see what others think about it. You say that you see no problem because the system works ALMOST perfectly. I agree. Its almost perfect, and most of my ranting is about that minor bit. </p><p></p><p>I do find the division of wealth to be a bit of a problem. The wealth system does not progress linearly, and I truly dislike that a +2 increase to wealth split between two players with wildly different wealth scores could end up giving one player the equivalent of +$100 and another player +$2000. This is especially troublesome when the reward is meant to be similar to giving someone +$500. I disagree with your solution since it boils down to advice to simply ignore what I see as being a real problem. Your correct when you say it takes money, but that only applies to investments, and I fail to see how it applies to a fixed monetary reward split between individuals. </p><p></p><p>In the greater scheme of things, much of this wealth problem does not really matter anyway. It would only become an issue in a long running campaign, and in my Modern + Cthulhu hybrid game, a player is likely to be dead or insane long before it becomes an issue.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 525088, member: 704"] Hehe. We really seem to have a bit of a disagreement going here, Mistwell. No problem. Lets debate this a bit further and see where it goes. First, I admit that I am not pointing out common occurances within the game. I am merely saying that the system appears to break down at the extreemes. Every RPG system tends to do that. The problem with such things happening in the wealth system is that such things are more readily exploited. Your also saying, unless I am mistaken, the wealth system accounts for installment payments by reducing the wealth score. Or to state it another way, the reduction in wealth resulting from large purchases represents paying the instalments. No problem there either. What I dont like is that purchasing a house works much differently then buying any other very expensive item. Special circumstance exceptions to rules always cause problems. I have no problem that the bulk of food and lodging costs are not tracked. I actually like that a great deal. What I dont like is that some things are lumped into that category that I do not think should be. I have always hated special case rule exceptions, and I see the house vs car thing as one of those problems. The only reason I want a way to account for persistent expenses is so that a character can then choose to free up some of their wealth by opting to not pay their bills, or by changing their living situation (moving to a lower rent apartment) rather then having to resort to selling things. Its not that I wish to track homelessness and tax paying and feel a need to fix that with a house rule. Its that the current system does not account well for what I think are valid player choices (opting to pay less or no rent to reduce fixed expenses). Even so, I do not actually have a solution for that problem, and it is minor enough that I dont see a huge need to fix it or change it. I just feel like complaining a bit to see what others think about it. You say that you see no problem because the system works ALMOST perfectly. I agree. Its almost perfect, and most of my ranting is about that minor bit. I do find the division of wealth to be a bit of a problem. The wealth system does not progress linearly, and I truly dislike that a +2 increase to wealth split between two players with wildly different wealth scores could end up giving one player the equivalent of +$100 and another player +$2000. This is especially troublesome when the reward is meant to be similar to giving someone +$500. I disagree with your solution since it boils down to advice to simply ignore what I see as being a real problem. Your correct when you say it takes money, but that only applies to investments, and I fail to see how it applies to a fixed monetary reward split between individuals. In the greater scheme of things, much of this wealth problem does not really matter anyway. It would only become an issue in a long running campaign, and in my Modern + Cthulhu hybrid game, a player is likely to be dead or insane long before it becomes an issue. END COMMUNICATION [/QUOTE]
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