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Need a new money system
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<blockquote data-quote="DEFCON 1" data-source="post: 5322838" data-attributes="member: 7006"><p>Well the thing about the d20 Modern system is that it assumes you not only have cash on hand, but also savings in a bank and that you can get credit cards and loans for additional funds for extremely large purchases. So it isn't the most precise system for adaption to a pirate economy (unless you were to assume that the PCs could "plunder" off-screen, giving you the equivalent of "taking out loans" or "using credit cards" for extremely large and fast influxes of spendable wealth.)</p><p></p><p>To rectify your two concerns, you'd have a few options.</p><p></p><p>1) Don't give out straight rewards of a certain wealth level. Instead, when the PCs gain "treasure", have them roll for a wealth increase the same way they are supposed to make a Profession check to increase wealth when they go up each level. I dunno what game system you are using, but you could certainly make or adapt a Profession skill like d20 Modern, or perhaps create a "Plundering" skill for your game to use. Obviously, the higher a player's wealth, the higher the DC to gain additional wealth, and thus richer pirates do not gain wealth as fast as poorer ones do.</p><p></p><p>2) This is pretty much spelled out in the d20 Modern purchasing rules as the logical scenario, so it's built into the system to do it this way. On the one hand, I can understand why it seems a bit off-putting, but on the other, the system was designed this way on purpose just so you wouldn't have to have a more complex system. And to be honest... the only real time where I think it would be an issue would be at character generation when players first start to equip their characters. Beyond that, they'll already have most of the stuff they need lying around and they'll only want to start buying "bigger stuff". (This assumes of course that you don't intend to have 'magic shops' available for PCs to buy all manner of magical item with which to Christmas Tree up their body slots, in which case, yeah, letting them buy as much lower wealth bonus items as they want will cause problems).</p><p></p><p>So to houserule the system, just rule that after character creation, players can only get as many "free" items that are lower than their wealth bonus equal to their character level, and any purchase past that will drop his wealth by 1. So a 4th level PC will get 4 purchases throughout their level they can make for "free" of items lower than their wealth bonus (whatever it is whenever it is during that level). After that, each purchase drops the bonus by 1.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5322838, member: 7006"] Well the thing about the d20 Modern system is that it assumes you not only have cash on hand, but also savings in a bank and that you can get credit cards and loans for additional funds for extremely large purchases. So it isn't the most precise system for adaption to a pirate economy (unless you were to assume that the PCs could "plunder" off-screen, giving you the equivalent of "taking out loans" or "using credit cards" for extremely large and fast influxes of spendable wealth.) To rectify your two concerns, you'd have a few options. 1) Don't give out straight rewards of a certain wealth level. Instead, when the PCs gain "treasure", have them roll for a wealth increase the same way they are supposed to make a Profession check to increase wealth when they go up each level. I dunno what game system you are using, but you could certainly make or adapt a Profession skill like d20 Modern, or perhaps create a "Plundering" skill for your game to use. Obviously, the higher a player's wealth, the higher the DC to gain additional wealth, and thus richer pirates do not gain wealth as fast as poorer ones do. 2) This is pretty much spelled out in the d20 Modern purchasing rules as the logical scenario, so it's built into the system to do it this way. On the one hand, I can understand why it seems a bit off-putting, but on the other, the system was designed this way on purpose just so you wouldn't have to have a more complex system. And to be honest... the only real time where I think it would be an issue would be at character generation when players first start to equip their characters. Beyond that, they'll already have most of the stuff they need lying around and they'll only want to start buying "bigger stuff". (This assumes of course that you don't intend to have 'magic shops' available for PCs to buy all manner of magical item with which to Christmas Tree up their body slots, in which case, yeah, letting them buy as much lower wealth bonus items as they want will cause problems). So to houserule the system, just rule that after character creation, players can only get as many "free" items that are lower than their wealth bonus equal to their character level, and any purchase past that will drop his wealth by 1. So a 4th level PC will get 4 purchases throughout their level they can make for "free" of items lower than their wealth bonus (whatever it is whenever it is during that level). After that, each purchase drops the bonus by 1. [/QUOTE]
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