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General Tabletop Discussion
*Dungeons & Dragons
Lifestyle Expenses in Actual Play
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<blockquote data-quote="iserith" data-source="post: 7390628" data-attributes="member: 97077"><p>Here's how to use Inspiration in my view: <a href="http://www.enworld.org/forum/showthread.php?629330-The-Case-for-Inspiration" target="_blank">The Case for Inspiration</a>.</p><p></p><p>In a previous campaign, I tied Lifestyle Expenses to advantage to saving throws against disease, poison, and (at the highest level) to bonus temporary hit points at the start of the day. The effects were cumulative. So at a Comfortable lifestyle, you get advantage to saves versus disease. At Wealthy, you get advantage to saves versus disease and poison. At Aristocratic, you get some amount of temporary hit points after a long rest. The idea being that these are healthier ways to live as compared to other less expensive options. You could apply disadvantage to the same for living in Poor and Squalid conditions, cumulatively. For Wretched, you might say that the PCs can't get back Hit Dice after a long rest. Or starts the day off with one less Hit Die, something like that. Modest confers no bonus or penalty.</p><p></p><p>Doing it this way, your combat-oriented players may find a lot of value in spending cash on Lifestyle. Then all you need do is make sure to include monsters that inflict poison and disease on them from time to time so their investment has a return. Rather than set up a system for how this influences social interaction challenges, you can just establish that on a case-by-case basis e.g. in <em>this </em>particular social interaction challenge with the haughty prince, anyone of less than a Wealthy lifestyle has disadvantage on Charisma checks made to resolve tasks involving improving the NPC's attitude.</p></blockquote><p></p>
[QUOTE="iserith, post: 7390628, member: 97077"] Here's how to use Inspiration in my view: [URL="http://www.enworld.org/forum/showthread.php?629330-The-Case-for-Inspiration"]The Case for Inspiration[/URL]. In a previous campaign, I tied Lifestyle Expenses to advantage to saving throws against disease, poison, and (at the highest level) to bonus temporary hit points at the start of the day. The effects were cumulative. So at a Comfortable lifestyle, you get advantage to saves versus disease. At Wealthy, you get advantage to saves versus disease and poison. At Aristocratic, you get some amount of temporary hit points after a long rest. The idea being that these are healthier ways to live as compared to other less expensive options. You could apply disadvantage to the same for living in Poor and Squalid conditions, cumulatively. For Wretched, you might say that the PCs can't get back Hit Dice after a long rest. Or starts the day off with one less Hit Die, something like that. Modest confers no bonus or penalty. Doing it this way, your combat-oriented players may find a lot of value in spending cash on Lifestyle. Then all you need do is make sure to include monsters that inflict poison and disease on them from time to time so their investment has a return. Rather than set up a system for how this influences social interaction challenges, you can just establish that on a case-by-case basis e.g. in [I]this [/I]particular social interaction challenge with the haughty prince, anyone of less than a Wealthy lifestyle has disadvantage on Charisma checks made to resolve tasks involving improving the NPC's attitude. [/QUOTE]
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