Because I've never liked beancounting on games for multiple reasons; I can't remember what I did with my last abstract wealth rules. Let's rewrite them. But first, let's break the wealth tiers, even if just for having a reference:
Tier 0: You are broke. You suck dicks to survive. You must roleplay how you get your food and shelter
Tier 1: You have some silver coins. You can afford basic adventuring gear, cheap weapons such as axes or spears, some food and some nights at the inn until your GM says so.
Tier 2: You have some gold coins. You can afford a decent sword with a sheath, hiring a specialist/gang for one job (use common sense, GM's), a rare item that requires a specialized artisan; reagents or alchemical products (typically, alchemical products will be one tier more expensive than the reagents they use, but this might have exceptions)
Tier 3: You have some gemstones, jewels, or a stash of gold. You can afford plate armor, a warhorse, hiring an elite professional/warband for a job, extremelly rare reagents or alchemical products. You can commission the building of ship or a house, though this may require multiple "successes" depending on its size
Tier 4: You have a great treasure. You can afford building many ships or a castle (multiple rolls needed)
It's up to the GM to conceptualize other items or services on this table. If a PC wants to buy a plot of land, for example, think about the quality of said land and what does it represent for the owner.
* PCs can buy whatever they want that is under their Tier Level
* PCs can buy some items of their current level. They roll 1d6, if they roll equal or under the items they bought, their Tier goes down.
* PCs will occassionally find items for sale below their usual Tier, the GM will make up why and how (or randomize it). PCs can also try to trick or convince sellers to lower their prices.
* One (1) piece of gold or (1) gem can represent one use of their respective tier, or as having the tier below, as needed.

No comments:
Post a Comment