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freak'in wealth system
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<blockquote data-quote="Masada" data-source="post: 1779683" data-attributes="member: 19339"><p>If you have a better system, by all means this is the perfect forum to post it.</p><p></p><p>The Wealth system isn't a rigid structure. If the PC's find a suitcase of money, the GM can absolutely run the PC's through the seedy underworld to find a Fence or something similar to make the cash usable. "Automatically" reducing the amount by 3 is the quick way if the GM wants to assume the PC's have some sort of back alley contact and get back to chasing down the bad guys.</p><p></p><p>From the sound of things you are a pretty descent GM. So I'm confused by many of your statements about how the system doesn't work when you've obviously found many ways to keep it flexible (and fun).</p><p></p><p>And about the Bum... the system is designed to allow for improving your ability to make money. It's really like a skill at the same time it's a reflection of cash flow. The system represents the concept of "ability to handle wealth" at a very high level. Details of individual cash awards and then individual purchases are fudged to allow the system to represnt a characters entire profolio and not just the one day he found a wallet and bought a sandwich. Because in the gaming scenario you don't care if your players buy sandwiches... nobody does. What the system is glossing over is that because the bum found the wallet, he could afford to take a bath. This made pan handling more effective, so his permanent ability to handle wealth improved. Again, because if this was a player Bum, the GM probably isn't going to focus on obtaining sandwiches for more than a few minutes. This applies to all trivial kit. It also applies on up to about anything up to DC 15. </p><p></p><p>By the time the PC's can buy DC 15 items "at will" they should be about 4th level and becoming real heroes. This is the fun part of the game. By this point as a GM I may not want to spend a couple of hours of game time working out how the players are going to afford to buy bullets. Quick and dirty is fine.</p><p></p><p>Individual purchases aren't the focus of the game. Truly exceptional kit items will be handed out by the GM.</p><p></p><p>For those still following the thread:</p><ul> <li data-xf-list-type="ul">Purchases take time, big purchases take hours--a player can't just buy 12 glocks "one day".</li> <li data-xf-list-type="ul">Multiple items increase the one time Purchase DC by +2--so two glocks (17) now cost 19 and three cost 21, etc. (mind the hours of purchase time)</li> <li data-xf-list-type="ul">Just because an item is listed, doesn't mean it's freely available</li> <li data-xf-list-type="ul">Finding a suitcase of money can be problematic. In general reduce the value by 3 to represent the effort required to make the money "clean" OR roleplay the PC's finding a money laundering method (but it will probably still cut the cash by 3)</li> <li data-xf-list-type="ul">The Wealth system is a "gross" representation of the Player's ability to obtain and use money, not a granular system of individual awards and purchases.</li> <li data-xf-list-type="ul">The Wealth system is a guide to use to keep the game moving, not a reason to bypass interesting game play.</li> </ul></blockquote><p></p>
[QUOTE="Masada, post: 1779683, member: 19339"] If you have a better system, by all means this is the perfect forum to post it. The Wealth system isn't a rigid structure. If the PC's find a suitcase of money, the GM can absolutely run the PC's through the seedy underworld to find a Fence or something similar to make the cash usable. "Automatically" reducing the amount by 3 is the quick way if the GM wants to assume the PC's have some sort of back alley contact and get back to chasing down the bad guys. From the sound of things you are a pretty descent GM. So I'm confused by many of your statements about how the system doesn't work when you've obviously found many ways to keep it flexible (and fun). And about the Bum... the system is designed to allow for improving your ability to make money. It's really like a skill at the same time it's a reflection of cash flow. The system represents the concept of "ability to handle wealth" at a very high level. Details of individual cash awards and then individual purchases are fudged to allow the system to represnt a characters entire profolio and not just the one day he found a wallet and bought a sandwich. Because in the gaming scenario you don't care if your players buy sandwiches... nobody does. What the system is glossing over is that because the bum found the wallet, he could afford to take a bath. This made pan handling more effective, so his permanent ability to handle wealth improved. Again, because if this was a player Bum, the GM probably isn't going to focus on obtaining sandwiches for more than a few minutes. This applies to all trivial kit. It also applies on up to about anything up to DC 15. By the time the PC's can buy DC 15 items "at will" they should be about 4th level and becoming real heroes. This is the fun part of the game. By this point as a GM I may not want to spend a couple of hours of game time working out how the players are going to afford to buy bullets. Quick and dirty is fine. Individual purchases aren't the focus of the game. Truly exceptional kit items will be handed out by the GM. For those still following the thread: [list] [*]Purchases take time, big purchases take hours--a player can't just buy 12 glocks "one day". [*]Multiple items increase the one time Purchase DC by +2--so two glocks (17) now cost 19 and three cost 21, etc. (mind the hours of purchase time) [*]Just because an item is listed, doesn't mean it's freely available [*]Finding a suitcase of money can be problematic. In general reduce the value by 3 to represent the effort required to make the money "clean" OR roleplay the PC's finding a money laundering method (but it will probably still cut the cash by 3) [*]The Wealth system is a "gross" representation of the Player's ability to obtain and use money, not a granular system of individual awards and purchases. [*]The Wealth system is a guide to use to keep the game moving, not a reason to bypass interesting game play. [/list] [/QUOTE]
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