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Requisition (Alternate Wealth System)
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<blockquote data-quote="Goober4473" data-source="post: 6942599" data-attributes="member: 6675240"><p>1. Few or no characters can begin with a healer's kit, which makes Basic Equipment pretty nice, if you don't want a second kit. An extra tool, rope, or hunter's trap isn't bad either. Really, it's an asset intended to be granted to the players after their first level 1 mission, in addition to or instead of RP. I may also include say a 100 gp pearl in this, depending on how I end up handling expensive material components.</p><p></p><p>Arms 1 exists mostly because it can. I could make Arms 2 the first level, and have it cost 3, or you could have a spare weapon in the meantime for 1, and upgrade to mastercraft for 2 more later.</p><p></p><p>Armor 1 nets anyone who wears any type of armor +1 AC (or removes stealth disadvantage for medium if you previously used scale mail and not a chain shirt). No starting equipment includes studded leather, breastplate, or splint.</p><p></p><p>Imagine the first 1 or 2 RP as just a small bit of gold. The players can't really upgrade their stuff with it. But they might buy a backup weapon, some extra tools, or some more rations, or they might save up a little for a real upgrade. Once they have a few more RP, now they can start to afford those real upgrades.</p><p></p><p>2. It's abstraction based on:</p><p></p><p>A) My experience of playing and running games. I've found counting coins becomes mostly boring or unnecessary by the heroic tier. By level 5, when the DM says "electrum," everyone in the party just rolls their eyes because it's another number to track that isn't worth enough to matter.</p><p>B) From a desire to adhere more to the 5e standard of "big choices." i.e. no skill points, big feats, etc. I'd rather the party say, "we want better weapons" or "we want better potions", instead of counting change to figure out exactly what they can afford and in what combination.</p><p>C) The ability to use mechanics like potions and scrolls without players feeling the need to hoard them. If you get a new potion next mission anyways, you may as well use the one you've got if you need to.</p><p>D) A desire to hand-wave small transaction. Counting coins for an inn stay, a drink at the tavern, or tossing a coin to a beggar don't need mechanics under this system, which encourages players to embellish their roleplay in ways they might not if that money could end up going towards a new suit of armor. This is especially useful because in my upcoming campaign, I'll be having a lot of downtime between missions, and I don't really want to track lifestyle expenses or the pocket change the players make at their day jobs.</p><p></p><p>And the accounting will be much smaller. No need to count coppers or divide regular loot. Someone in the party just keeps track of RP, and everyone keeps track of what refills for them when they finish the mission.</p><p></p><p>3. Light armor isn't supposed to be equal to medium or heavy, and, as above, starting equipment lists never include it. And it's not tiered next to full plate. It's gained along with breastplate and splint. It just doesn't upgrade when you get to half-plate and full plate.</p></blockquote><p></p>
[QUOTE="Goober4473, post: 6942599, member: 6675240"] 1. Few or no characters can begin with a healer's kit, which makes Basic Equipment pretty nice, if you don't want a second kit. An extra tool, rope, or hunter's trap isn't bad either. Really, it's an asset intended to be granted to the players after their first level 1 mission, in addition to or instead of RP. I may also include say a 100 gp pearl in this, depending on how I end up handling expensive material components. Arms 1 exists mostly because it can. I could make Arms 2 the first level, and have it cost 3, or you could have a spare weapon in the meantime for 1, and upgrade to mastercraft for 2 more later. Armor 1 nets anyone who wears any type of armor +1 AC (or removes stealth disadvantage for medium if you previously used scale mail and not a chain shirt). No starting equipment includes studded leather, breastplate, or splint. Imagine the first 1 or 2 RP as just a small bit of gold. The players can't really upgrade their stuff with it. But they might buy a backup weapon, some extra tools, or some more rations, or they might save up a little for a real upgrade. Once they have a few more RP, now they can start to afford those real upgrades. 2. It's abstraction based on: A) My experience of playing and running games. I've found counting coins becomes mostly boring or unnecessary by the heroic tier. By level 5, when the DM says "electrum," everyone in the party just rolls their eyes because it's another number to track that isn't worth enough to matter. B) From a desire to adhere more to the 5e standard of "big choices." i.e. no skill points, big feats, etc. I'd rather the party say, "we want better weapons" or "we want better potions", instead of counting change to figure out exactly what they can afford and in what combination. C) The ability to use mechanics like potions and scrolls without players feeling the need to hoard them. If you get a new potion next mission anyways, you may as well use the one you've got if you need to. D) A desire to hand-wave small transaction. Counting coins for an inn stay, a drink at the tavern, or tossing a coin to a beggar don't need mechanics under this system, which encourages players to embellish their roleplay in ways they might not if that money could end up going towards a new suit of armor. This is especially useful because in my upcoming campaign, I'll be having a lot of downtime between missions, and I don't really want to track lifestyle expenses or the pocket change the players make at their day jobs. And the accounting will be much smaller. No need to count coppers or divide regular loot. Someone in the party just keeps track of RP, and everyone keeps track of what refills for them when they finish the mission. 3. Light armor isn't supposed to be equal to medium or heavy, and, as above, starting equipment lists never include it. And it's not tiered next to full plate. It's gained along with breastplate and splint. It just doesn't upgrade when you get to half-plate and full plate. [/QUOTE]
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