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References for "loot" rules?
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<blockquote data-quote="Umbran" data-source="post: 6093356" data-attributes="member: 177"><p>Yes, and that's what I'm talking about.</p><p></p><p>As a system-design point, how much wealth do you want the PCs to have? Give them that much. Outline how much characters should get, show where your assumptions are, and you now have something you can put in a system that can be varied to meet the needs of a given campaign. </p><p></p><p>I suggest this because "value" is time and place dependent. For example: pelts will be cheap near the trapping grounds, while pottery will be cheap near the rivers where clay is available. Meanwhile, out in the desert, wood will be extremely expensive. Unless, of course, that desert is part of a technological society with cheap transport, and so on. Any loot rules you find will have a culture, time, and place implicit in them. This is great if your system is being used in the assumed situation, but not elsewhere. Loot rules are campaign-specific while "wealth" rules are abstract, and so more transportable between campaigns and more easily fiddled with when it cannot be transported.</p><p></p><p></p><p></p><p>That's why I say I'm <em>reverse</em> engineering it. Determine who much wealth they get, and then cast it in whatever form or forms make sense, rather than determine how many silver candlesticks and seal pelts they get, and try to figure out what those are "worth". Systems are well served by having wealth be, by in large, simple and abstract, and easily re-fluffed to meet needs. In the end, your system cares more about how much wealth the characters have, in the abstract, than in what specific physical form that wealth takes.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6093356, member: 177"] Yes, and that's what I'm talking about. As a system-design point, how much wealth do you want the PCs to have? Give them that much. Outline how much characters should get, show where your assumptions are, and you now have something you can put in a system that can be varied to meet the needs of a given campaign. I suggest this because "value" is time and place dependent. For example: pelts will be cheap near the trapping grounds, while pottery will be cheap near the rivers where clay is available. Meanwhile, out in the desert, wood will be extremely expensive. Unless, of course, that desert is part of a technological society with cheap transport, and so on. Any loot rules you find will have a culture, time, and place implicit in them. This is great if your system is being used in the assumed situation, but not elsewhere. Loot rules are campaign-specific while "wealth" rules are abstract, and so more transportable between campaigns and more easily fiddled with when it cannot be transported. That's why I say I'm [i]reverse[/i] engineering it. Determine who much wealth they get, and then cast it in whatever form or forms make sense, rather than determine how many silver candlesticks and seal pelts they get, and try to figure out what those are "worth". Systems are well served by having wealth be, by in large, simple and abstract, and easily re-fluffed to meet needs. In the end, your system cares more about how much wealth the characters have, in the abstract, than in what specific physical form that wealth takes. [/QUOTE]
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