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Wealth system - what would be the impact of..
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2603803" data-attributes="member: 12332"><p>I dunno. Guess it's just me. I like the simplicity of the Wealth system, and I think that's really one of its highlights. So I hate to strap anything onto it. It's sort of like taking an iPod and adding an equalizer to the front panel. I guess it could be useful, and a few people might really like to be able to push the little sliders up and down to balance each song, but part of the beauty of the iPod itself is the simplicity of its design.</p><p></p><p>I guess my questions are: Is it really coming up in the game alot?</p><p></p><p>And if so ... why not just move the DC to something higher, but still maintaining it's purpose of effect? I.E. if they're buying packs of missiles for their space-ship every week at DC 25, put it at DC 25, so that you're maintaining an opportunity cost on the common-weapon DC but not dealing with something lower?</p><p></p><p>I dunno. It just leaves me scratching my head sometimes. I've NEVER run up against this as being a problem in my own games. I had a player who sort of came in "in the middle" of one of our Wealth-using campaigns who wanted to argue about it for a few minutes, but he agreed to "try it" and thought it worked great. Even with Wealth bonuses that ran up into +23, it just wasn't a big enough deal to try and rebalance the system or add extra house rules to alleviate something that came up, I think, once, when somebody bought something that was exactly DC 15 even though his Wealth at the time was 23.</p><p></p><p>I think one thing that keeps my total Wealth bonuses low is that I give out static money awards, instead of "Everybody gets +3 Wealth." type awards. You decide to give 5 PCs 50,000 in cash, each gets 10,000 in cash, which is DC 26 ... then each "sells" the cash at DC 23 and you see how that affects their final Wealth score. As they get richer, that value goes down and down. Just because they're richer, doesn't mean that drug dealers leave more money in their briefcases or whatever. </p><p></p><p>And, likewise, I don't bother with complex simulationist rules to adjudicate getting hired by a multinational supercorp ... I just give everybody a Windfall feat and let it go at that.</p><p></p><p>In the end, people get richer, but it doesn't balloon to huge numbers, even when they were running their own business, had an airship worth the GNP of a small nation, and traveled the globe to gamble big dollars. (In fact, when we had the "gambling" episode I hand-waived the money because they were rich enough that "it didn't matter" and we played for XP instead. The money wasn't what was important, it was what the character was putting on the line in involvement.) </p><p></p><p>Not telling anybody how they should run their games, or ridiculing anybody for how they want to work with the system. But if it isn't broken ... y'know?</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2603803, member: 12332"] I dunno. Guess it's just me. I like the simplicity of the Wealth system, and I think that's really one of its highlights. So I hate to strap anything onto it. It's sort of like taking an iPod and adding an equalizer to the front panel. I guess it could be useful, and a few people might really like to be able to push the little sliders up and down to balance each song, but part of the beauty of the iPod itself is the simplicity of its design. I guess my questions are: Is it really coming up in the game alot? And if so ... why not just move the DC to something higher, but still maintaining it's purpose of effect? I.E. if they're buying packs of missiles for their space-ship every week at DC 25, put it at DC 25, so that you're maintaining an opportunity cost on the common-weapon DC but not dealing with something lower? I dunno. It just leaves me scratching my head sometimes. I've NEVER run up against this as being a problem in my own games. I had a player who sort of came in "in the middle" of one of our Wealth-using campaigns who wanted to argue about it for a few minutes, but he agreed to "try it" and thought it worked great. Even with Wealth bonuses that ran up into +23, it just wasn't a big enough deal to try and rebalance the system or add extra house rules to alleviate something that came up, I think, once, when somebody bought something that was exactly DC 15 even though his Wealth at the time was 23. I think one thing that keeps my total Wealth bonuses low is that I give out static money awards, instead of "Everybody gets +3 Wealth." type awards. You decide to give 5 PCs 50,000 in cash, each gets 10,000 in cash, which is DC 26 ... then each "sells" the cash at DC 23 and you see how that affects their final Wealth score. As they get richer, that value goes down and down. Just because they're richer, doesn't mean that drug dealers leave more money in their briefcases or whatever. And, likewise, I don't bother with complex simulationist rules to adjudicate getting hired by a multinational supercorp ... I just give everybody a Windfall feat and let it go at that. In the end, people get richer, but it doesn't balloon to huge numbers, even when they were running their own business, had an airship worth the GNP of a small nation, and traveled the globe to gamble big dollars. (In fact, when we had the "gambling" episode I hand-waived the money because they were rich enough that "it didn't matter" and we played for XP instead. The money wasn't what was important, it was what the character was putting on the line in involvement.) Not telling anybody how they should run their games, or ridiculing anybody for how they want to work with the system. But if it isn't broken ... y'know? --fje [/QUOTE]
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