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Wealf, Innit?

🕑 Added 2024-04-23 19:48:00 +0000 UTC

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NAC

both of these may have been suggested already, but im not in the mood to read through 50+ comments to find out. i have two ways i think you could take inspiration from to keep money as a background thing that contributes to the fun of the game, rather than becoming tracking. 1) wealth metric - the whole party has a "wealth score" which represents in the abstract how much money they have between them. useful items and services have two monetary values - a cost, which is what is taken away from your wealth total to buy it, and a wealth threshold, representing a wealth score at and after which the party can just GET it without subtracting from their wealth. (for example, just a hot meal and a night at an inn might have a cost of 1, but that sort of thing is no problem and doesn't drain the party's coffers if their wealth is 3 or higher. or, a cool spear might cost 4, but if the party has a wealth of 7, buying that spear means nothing to them.) 2) money as titles - when the party gains a sum of treasure, it acts sort of like a "ticket for a title," which the players can cash in for a boon, like getting training or a cool item (with a benefit like a proper title would give you) or an in-world utility (like a castle, or an opportunity to hire a mercenary company, or access to a great library or archive of knowledge)

ChatN

Yeah. Vampire the Masquerade and those World of Darkness RPGs had a tiered wealth stat you could influence. Like lvl1 you had barely any money to scrape and Lvl 5 they were mega rich. I think a system like that makes way more sense than actual gold piece per gold piece accounting.


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