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freak'in wealth system
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1780103" data-attributes="member: 12332"><p>Here's something that might help. Even though I find no real big problems with the Wealth system, I'll tell you what I'd do if our hypothetical homeless guy's player said he wanted to buy fifteen sandwiches in a row, taking time on each one, so he could give them to all of his friends and not lose any Wealth.</p><p></p><p>I'd tell him no.</p><p></p><p>*shrug* That issue is a bit more of a DM fiat adjudication issue, I'd say. If the guy wants to buy 15 sandwiches, he can buy 15 sandwiches, but I'll rule it that he's buying them all close enough together that it's going to impact his Wealth as if he expended 30 dollars in close order.</p><p></p><p>If the hypothetical homeless guy found 100 dollars in the desert and had no way to use the money or exchange it or make more outside of that 100 dollars, and THAT was the story and THAT was important ... I'd just track the 100 bucks until he got out of the desert and we could go back to doing something else.</p><p></p><p>I think if you played it you'd see that 99.9% of the time issues like that just don't come up and thus it just doesn't matter. So there's no real need for rules to handle them. And when they come up you just say: "Can't really do that." The system is there to HELP, to make things quickly, not for your players to buy hypothetical infinite sandwiches or hypothetical infinite sleeping bags. It's there so when a character needs a sleeping bag we can have an enjoyable game moment seeing if he can purchase it and how long it takes and how purchasing a sleeping bag is going to affect his overall financial situation, if at all. </p><p></p><p>The Wealth system is there to be fast and mirror reality enough that we can nod and say: "Yup." and then move on. I think PROBLEMS, issues that have come up in play, are wonderful things to discuss and pull apart and see where we as players and GMs could have handled the situation better or where the rules just failed to mirror what we NEEDED in the GAME ... but hypothetical possibles are really straw men. They don't stand up. We point at a part of the system that just doesn't matter in a game and say: "HA! Don't work. Broken, it sucks." Why? Has that come up? And when situations have come up in games I try to step in and say: "Here's what goes on, this is a way to handle it within the system as it stands that mirrors reality and utilizes the system." That's what I was trying to do with the initial question of the initial poster ... a few seconds, two tables, you can translate finding 50k in a bag into the system effectively and easily. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1780103, member: 12332"] Here's something that might help. Even though I find no real big problems with the Wealth system, I'll tell you what I'd do if our hypothetical homeless guy's player said he wanted to buy fifteen sandwiches in a row, taking time on each one, so he could give them to all of his friends and not lose any Wealth. I'd tell him no. *shrug* That issue is a bit more of a DM fiat adjudication issue, I'd say. If the guy wants to buy 15 sandwiches, he can buy 15 sandwiches, but I'll rule it that he's buying them all close enough together that it's going to impact his Wealth as if he expended 30 dollars in close order. If the hypothetical homeless guy found 100 dollars in the desert and had no way to use the money or exchange it or make more outside of that 100 dollars, and THAT was the story and THAT was important ... I'd just track the 100 bucks until he got out of the desert and we could go back to doing something else. I think if you played it you'd see that 99.9% of the time issues like that just don't come up and thus it just doesn't matter. So there's no real need for rules to handle them. And when they come up you just say: "Can't really do that." The system is there to HELP, to make things quickly, not for your players to buy hypothetical infinite sandwiches or hypothetical infinite sleeping bags. It's there so when a character needs a sleeping bag we can have an enjoyable game moment seeing if he can purchase it and how long it takes and how purchasing a sleeping bag is going to affect his overall financial situation, if at all. The Wealth system is there to be fast and mirror reality enough that we can nod and say: "Yup." and then move on. I think PROBLEMS, issues that have come up in play, are wonderful things to discuss and pull apart and see where we as players and GMs could have handled the situation better or where the rules just failed to mirror what we NEEDED in the GAME ... but hypothetical possibles are really straw men. They don't stand up. We point at a part of the system that just doesn't matter in a game and say: "HA! Don't work. Broken, it sucks." Why? Has that come up? And when situations have come up in games I try to step in and say: "Here's what goes on, this is a way to handle it within the system as it stands that mirrors reality and utilizes the system." That's what I was trying to do with the initial question of the initial poster ... a few seconds, two tables, you can translate finding 50k in a bag into the system effectively and easily. --fje [/QUOTE]
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