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Wealth in 4th Edition
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<blockquote data-quote="Thasmodious" data-source="post: 4993828" data-attributes="member: 63272"><p>That has certainly not been my experience, nor the experience of many house-rulers, custom and expanded skill lists are one of the easiest and most common hacks to make to 4e. How does adding a skill "upset the balance"?</p><p></p><p>On topic, I really like the idea. I've toyed with ways to abstract treasure in previous editions, the tedium of paying for arrows or a room and some food is just not part of my or my groups fun. I'm not sure I like it as a skill or pseudo-skill. While I like that it rises with level, representing the PCs growing wealth, I don't like that it isn't influenced by events (such as finding a dragon's hoard or other major treasure). The hunt for treasure is an iconic adventure motivator so I think finding treasure needs to have a direct impact on whatever system you use. </p><p></p><p>Savage Worlds uses the idea of ammunition levels to abstract ammunition use by the PCs allies, so you don't have to track bullets and arrows for every last NPC. After any fight in which the allies are involved their ammo level drops by one. The levels are Very High, High (the default), Low, and Out. It allows for the need for some resource management without tedium. I've used that idea for levels of other things in my SW games (like a spare parts level for repairing a ship in a scifi setting). Using something like this for wealth could work. Finding special treasure hauls could raise the level by one, while month by month the wealth level drops. Or each month or week, the PCs make a wealth check with success meaning they maintain their current level, failure meaning they go down one. Big purchases, like land, could automatically decrease their level. Just spitballin' here.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4993828, member: 63272"] That has certainly not been my experience, nor the experience of many house-rulers, custom and expanded skill lists are one of the easiest and most common hacks to make to 4e. How does adding a skill "upset the balance"? On topic, I really like the idea. I've toyed with ways to abstract treasure in previous editions, the tedium of paying for arrows or a room and some food is just not part of my or my groups fun. I'm not sure I like it as a skill or pseudo-skill. While I like that it rises with level, representing the PCs growing wealth, I don't like that it isn't influenced by events (such as finding a dragon's hoard or other major treasure). The hunt for treasure is an iconic adventure motivator so I think finding treasure needs to have a direct impact on whatever system you use. Savage Worlds uses the idea of ammunition levels to abstract ammunition use by the PCs allies, so you don't have to track bullets and arrows for every last NPC. After any fight in which the allies are involved their ammo level drops by one. The levels are Very High, High (the default), Low, and Out. It allows for the need for some resource management without tedium. I've used that idea for levels of other things in my SW games (like a spare parts level for repairing a ship in a scifi setting). Using something like this for wealth could work. Finding special treasure hauls could raise the level by one, while month by month the wealth level drops. Or each month or week, the PCs make a wealth check with success meaning they maintain their current level, failure meaning they go down one. Big purchases, like land, could automatically decrease their level. Just spitballin' here. [/QUOTE]
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