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<blockquote data-quote="willows" data-source="post: 5323487" data-attributes="member: 79929"><p>Sticking with the wealth bonus system, let's say that your wealth bonus is how much wealth you have in the long term, and it's unlimited in both directions but it tends to stay close to your average value for a skill check.</p><p></p><p>(1) is easy to solve: When you get one-time income from a mission or some such, you don't <em>add</em> it to your wealth bonus; you get a one-time ability to purchase some Wealth X item.</p><p></p><p>(2) is less easy but possible. Say all substantial purchases require a wealth check:</p><p></p><p>- If you succeed you get it, and don't lose wealth.</p><p>- On a 20, you actually increase your net worth by making the purchase, and increase your wealth bonus by 1. </p><p>- If you fail by 5 or less, you spend 1 wealth bonus to get the item. This expenditure is temporary and offset by your income; at the beginning of the next adventure or whatever, your wealth recovers.</p><p>- If you fail by more than 5, you can still buy the item but you take a permanent wealth reduction - you're dipping into your savings.</p><p></p><p>In this situation, you can represent one-time oncome by temporary wealth bonuses. You can also incorporate skills and Charisma and whatever you like into the wealth check if you want to introduce some kind of bargaining.</p><p></p><p>You'd have to keep track of a fluctuating wealth bonus, but you've also got a system where every purchase (apart from those where you can't fail a wealth check at all) matters, and you don't have the weird metagame you described above.</p></blockquote><p></p>
[QUOTE="willows, post: 5323487, member: 79929"] Sticking with the wealth bonus system, let's say that your wealth bonus is how much wealth you have in the long term, and it's unlimited in both directions but it tends to stay close to your average value for a skill check. (1) is easy to solve: When you get one-time income from a mission or some such, you don't [i]add[/i] it to your wealth bonus; you get a one-time ability to purchase some Wealth X item. (2) is less easy but possible. Say all substantial purchases require a wealth check: - If you succeed you get it, and don't lose wealth. - On a 20, you actually increase your net worth by making the purchase, and increase your wealth bonus by 1. - If you fail by 5 or less, you spend 1 wealth bonus to get the item. This expenditure is temporary and offset by your income; at the beginning of the next adventure or whatever, your wealth recovers. - If you fail by more than 5, you can still buy the item but you take a permanent wealth reduction - you're dipping into your savings. In this situation, you can represent one-time oncome by temporary wealth bonuses. You can also incorporate skills and Charisma and whatever you like into the wealth check if you want to introduce some kind of bargaining. You'd have to keep track of a fluctuating wealth bonus, but you've also got a system where every purchase (apart from those where you can't fail a wealth check at all) matters, and you don't have the weird metagame you described above. [/QUOTE]
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