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General Tabletop Discussion
*TTRPGs General
Wealth Scores and Bounty Hunting
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2186970" data-attributes="member: 12332"><p>I'll preface this with: "I love wealth."</p><p></p><p>At any rate, there are two ways to do this.</p><p></p><p>One, decide on some dollar value for the bounty. This can be anything, really. Then, to see how it affects the player's Wealth score find the DC of that value, subtract by three and act as if "selling" the amount of money. So this will net you a Wealth bonus of +1, +2, +1d6+1 etc etc.</p><p></p><p>The other option is to decide on a Wealth bonus you want to award the players and look for a "sale value" DC that would be close to it. So, say, you want to give them a +3 Wealth Bonus award. Find what they could sell for 1d6+1, add 3 and call it that.</p><p></p><p>Remember if it's a single bounty to divide the money equally before you do anything to it.</p><p></p><p>Just realize that the money is "flavor". You could really call it 50,000 dollars and decide that it'll give them +2 Wealth apiece, it doesn't matter. What really matters is the end effect of the Wealth score of the PCs. </p><p></p><p>I've handed out in my current game: An entire diamond mine, several million dollars in rare wood, some very influential economic contacts ... but the highest wealth bonus of the group is +19. I could have never run these story lines in a cash-system with any sort of success ... they had to liberate slaves from an illegal mine and ended up with de facto rulership of the island. I gave them all a Wealth bump, said that the upkeep costs and such meant they didn't see a giant jump. Then they all traded their shares in the mine to the merchant family that owned their airship in trade for the ship itself. The wood incident they had all kinds of fun getting out calculators and adding up how much it all was worth, then dividing it up ... between the PCs, and they wanted small percentages for the crew, and their independant corporation. All total several million dollars worth of goods, a mine, and their own ship jumped their average Wealth from +8 to +17 over the course of several adventures. </p><p></p><p>The characters have been buying real estate, repairing the ship, buying and producing goods and items, all kinds of stuff. Very much a change from the D&D cash culture of saving up 4000gp 2cp and spending 4000gp the next day on a Cloak of Charisma. They've had ACCESS to things that might wipe their Wealth bonus out, but for some reason they're very much resistant to it.</p><p></p><p>EDIT: To clarify my methodology.</p><p></p><p>The Diamond Mine: I just gave them all a +3 Wealth bonus apiece for the initial value of, say, some diamonds that were ready to enter the market place, the economic weight they could leverage, etc etc. There was no dollar value ever assigned to any piece of it.</p><p></p><p>The Rare Wood: This adventure arc netted them all sorts of rewards. As far as Wealth goes, I decided on a value for each pound of wood on the market, then how much wood they could collect and transport. I found the total value, divided it all up, then looked up the individual values on the DC chart. Subtracted three, "sold" the new value and applied the bonuses to the characters. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2186970, member: 12332"] I'll preface this with: "I love wealth." At any rate, there are two ways to do this. One, decide on some dollar value for the bounty. This can be anything, really. Then, to see how it affects the player's Wealth score find the DC of that value, subtract by three and act as if "selling" the amount of money. So this will net you a Wealth bonus of +1, +2, +1d6+1 etc etc. The other option is to decide on a Wealth bonus you want to award the players and look for a "sale value" DC that would be close to it. So, say, you want to give them a +3 Wealth Bonus award. Find what they could sell for 1d6+1, add 3 and call it that. Remember if it's a single bounty to divide the money equally before you do anything to it. Just realize that the money is "flavor". You could really call it 50,000 dollars and decide that it'll give them +2 Wealth apiece, it doesn't matter. What really matters is the end effect of the Wealth score of the PCs. I've handed out in my current game: An entire diamond mine, several million dollars in rare wood, some very influential economic contacts ... but the highest wealth bonus of the group is +19. I could have never run these story lines in a cash-system with any sort of success ... they had to liberate slaves from an illegal mine and ended up with de facto rulership of the island. I gave them all a Wealth bump, said that the upkeep costs and such meant they didn't see a giant jump. Then they all traded their shares in the mine to the merchant family that owned their airship in trade for the ship itself. The wood incident they had all kinds of fun getting out calculators and adding up how much it all was worth, then dividing it up ... between the PCs, and they wanted small percentages for the crew, and their independant corporation. All total several million dollars worth of goods, a mine, and their own ship jumped their average Wealth from +8 to +17 over the course of several adventures. The characters have been buying real estate, repairing the ship, buying and producing goods and items, all kinds of stuff. Very much a change from the D&D cash culture of saving up 4000gp 2cp and spending 4000gp the next day on a Cloak of Charisma. They've had ACCESS to things that might wipe their Wealth bonus out, but for some reason they're very much resistant to it. EDIT: To clarify my methodology. The Diamond Mine: I just gave them all a +3 Wealth bonus apiece for the initial value of, say, some diamonds that were ready to enter the market place, the economic weight they could leverage, etc etc. There was no dollar value ever assigned to any piece of it. The Rare Wood: This adventure arc netted them all sorts of rewards. As far as Wealth goes, I decided on a value for each pound of wood on the market, then how much wood they could collect and transport. I found the total value, divided it all up, then looked up the individual values on the DC chart. Subtracted three, "sold" the new value and applied the bonuses to the characters. --fje [/QUOTE]
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