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General Tabletop Discussion
*Pathfinder & Starfinder
How do we make economics that do not limit character concepts?
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<blockquote data-quote="Foxen" data-source="post: 4408038" data-attributes="member: 71674"><p>Ack, I gave up on the 4e economy and threw it all out...</p><p> </p><p>I rough estimated what the party should be getting (based on the treasure parcels), but players are now getting WAY more gold than they should be, especially if they are doing extraordinary things and earn additional rewards by turning in X goblin heads or the mask of a kobold warboss or something. Also, players randomly draw "treasure" cards of art objects and other types of treasures whenever they come across a treasure chest or wahtever. Treasure cards are random, although I am upping their values as the party levels.</p><p> </p><p>This has lead to a somewhat more fiscally liberal party. Players are spending money on the weirdest things...like the cleric donates TONS of money to the poor and is helping this poor young woman raise funds for a local orphanage (she's actually a con artist but err, he doesn't know that). The party continues to buy useless items from the eccentric traveling gnome merchant, who sells them weird crap like a glow orb (that happened to fade right when they needed light), or a painting of the local merchant lord, or six healing pots at a discounted 15g each (with random effects...wait till they use it!). They even bought a PC who joined the group...a warforged whom the gnome sold to them as a war golem for a 100gp. </p><p> </p><p>On the flip side, the party is spending considerable more time in town making money. For instance, the local pally and warlock are going around "removing" curses and "blessing" people, crops, and what nots placing wards on households etc. for a small fee. </p><p> </p><p>And, well, since the party is still relatively low level, I'm dropping the cost for magic items and giving them more money than 20% on weapon turn ins. Since they had officially registered as an Adventuring Guild with the local city officials, as registered members they can buy and sell magic items to the guild house for a somewhat more reasonable price. They also get more money for certain bounties and quests offered to the local guilds etc. In fact, they can even pick the quests based on paygrade an difficulty because of their guild status. Err, not to mention that most of them spent 25gp each to purchase the "higher" quality guild tabards offered by the local tailors...to look somewhat more uniform and dignified, and official...heh.</p><p> </p><p>In the end, the party is enjoying what wealth they have and are slowly saving it up for who knows what. The economy has become a somewhat more freeflow touch and go type of thing, nothing too rigid, and the players are pretty good about their money too...like they roleplay it a lot versus power hoarding for power gaming.</p><p> </p><p>Just my two cents...</p><p> </p><p>Fox</p></blockquote><p></p>
[QUOTE="Foxen, post: 4408038, member: 71674"] Ack, I gave up on the 4e economy and threw it all out... I rough estimated what the party should be getting (based on the treasure parcels), but players are now getting WAY more gold than they should be, especially if they are doing extraordinary things and earn additional rewards by turning in X goblin heads or the mask of a kobold warboss or something. Also, players randomly draw "treasure" cards of art objects and other types of treasures whenever they come across a treasure chest or wahtever. Treasure cards are random, although I am upping their values as the party levels. This has lead to a somewhat more fiscally liberal party. Players are spending money on the weirdest things...like the cleric donates TONS of money to the poor and is helping this poor young woman raise funds for a local orphanage (she's actually a con artist but err, he doesn't know that). The party continues to buy useless items from the eccentric traveling gnome merchant, who sells them weird crap like a glow orb (that happened to fade right when they needed light), or a painting of the local merchant lord, or six healing pots at a discounted 15g each (with random effects...wait till they use it!). They even bought a PC who joined the group...a warforged whom the gnome sold to them as a war golem for a 100gp. On the flip side, the party is spending considerable more time in town making money. For instance, the local pally and warlock are going around "removing" curses and "blessing" people, crops, and what nots placing wards on households etc. for a small fee. And, well, since the party is still relatively low level, I'm dropping the cost for magic items and giving them more money than 20% on weapon turn ins. Since they had officially registered as an Adventuring Guild with the local city officials, as registered members they can buy and sell magic items to the guild house for a somewhat more reasonable price. They also get more money for certain bounties and quests offered to the local guilds etc. In fact, they can even pick the quests based on paygrade an difficulty because of their guild status. Err, not to mention that most of them spent 25gp each to purchase the "higher" quality guild tabards offered by the local tailors...to look somewhat more uniform and dignified, and official...heh. In the end, the party is enjoying what wealth they have and are slowly saving it up for who knows what. The economy has become a somewhat more freeflow touch and go type of thing, nothing too rigid, and the players are pretty good about their money too...like they roleplay it a lot versus power hoarding for power gaming. Just my two cents... Fox [/QUOTE]
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How do we make economics that do not limit character concepts?
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