Someone on reddit made me think about not keeping up with specific amounts of coins. They thought of using coins as a sort of +Wealth. The values I thought of for +Wealth were as follows:
+3: A giant sack of loot
+2: A chest of riches
+1: A few coin purses
+0: A small purse
-1: Some dusty old coppers.
You could give them a wt. score equal to their respective score. Then instead of specifying an amount, you can let players lower their +Wealth by one or more to get a bonus to a Carouse, Parley, Recruit, or Supply roll.
For Carouse, sacrifice 1 point to get the full bonus associated with the old level of wealth
For Parley or Supply roll Wealth as noted below
For Recruit you only sacrifice Wealth if their Cost is Money. Otherwise roll Wealth as noted below
If you have them roll +Wealth, use the following results
For Carouse, sacrifice 1 point to get the full bonus associated with the old level of wealth
For Parley or Supply roll Wealth as noted below
For Recruit you only sacrifice Wealth if their Cost is Money. Otherwise roll Wealth as noted below
If you have them roll +Wealth, use the following results
10+: They get the thing without lowering their wealth or having another incident
7-9: They get the thing but pick one:
- take -1 wealth
- the item is contraband, inferior, or stolen
6-: They get the thing and
- Lose -2 wealth
- Just kidding, they don't get the thing, but lose -1 wealth anyway (such as by a finder's fee, a local ordinance levying fines against the intended purchase, and so on)
- must do a favor for the seller
- must steal the item
Abstract Warrants
So you've done something against the law, or something that pissed off the powers that be, but might not have been against the actual law... Whenever you have this sort of charges against you if a bounty is to be levied you need to know how many points of wealth you need to even be able to make a roll to pay off any bounty, or fine The list below is a start but is by no means complete:
+0: Minor Assault, Petty theft, Negligence
+1: Battery, Burglary, unarmed Robbery, Swindling
+2: Manslaughter, Impersonating a higher social status, Lewd Behavior
+3: Murder, Theft of extremely valuable property (such as a horse, or the keys and deed to a house), Rape
Weight and Loot
The +Wealth level of whatever you have for positive values also corresponds to its weight. For the purposes of load, A giant sack of loot has a wt. of 3, a small coin purse, wt 0, and some dusty old coppers, .1.
Starting with Abstract Loot
Characters whose playbooks canonically suggest they have any coins (up to about 50 or so) should start with A small purse (+0).
Characters whose playbooks canonically suggest they have any coins (up to about 50 or so) should start with A small purse (+0).
If they're playing something custom like a Class Warfare build or unofficial playbook that gives them up to 100 coins, they can start with A chest of riches (+1)
Otherwise they will have Some dusty old coppers (-1)
Gaining Abstract Loot
The easiest abstraction of increasing loot would be the rule of threes
Some Dusty old coppers>A handful of dusty old coppers>A lot of dusty old coppers>
A small purse>Two small purses> Three small purses>
A few coin purses>Several coin purses>Many coinpurses>
A chest of riches>Two "">Three ""
From A giant sack of loot, keeping track further seems futile, but it could be fair to say that 3 such giant sacks generates "A small hoard". For the purposes of A Whole Damn Army, Resources is increased by 1 point for a small hoard. Beyond that, each additional larger size (Medium, Large, Huge) is an additional Resource point.
Steading Prosperity and Abstract Coins
Dirt: This town won't sell you anything worth more than 5 core coins. (-1)
Poor: One person in the town can sell you something up to 25 core coins. (+0)
Moderate: Less than 10 people can sell you up to 100 core coins worth of stuff. (+1)
Wealthy: Any merchant can sell you up to 100 core coins worth of stuff, one can sell you up to 300 coins worth of stuff. (+2)
Rich: Anything of any value is probably here, but in order to preserve magic items, you may find one specific item in such a place if it has been explicitly mentioned in the fiction. (+3)
Real Estate
A Cottage is 500 coins in the core rules. As per these rules, it takes 3 units of a wealth level to move up to the next. As per the starting rules, it takes either A giant sack of loot, + 2 chests of riches, or simply reducing Wealth by 2 points to just buy a cottage. For simplicity, I'll just say how much the party's total wealth needs to be reduced to purchase a particular housing unit
House/Land Wealth Reduction total
Hovel No loss unless you fail a Wealth Roll
Cottage 2
House 10
Mansion 200
Keep 300
Castle 1,000
Grand Castle 4,000
Payment PlanA group of adventurers can pay as little as 1% of the points per adventure minus a number of points equal to the highest Charisma score. So for example, the "monthly" cost on a grand castle is 40 points, so if a character has CHA 18, they can lower the payment to 22 points a month. This would amount to reducing wealth from +3 to -1 for 5.5 Adventurers. They could also reasonably trade in magical items for points equal to the number of distinct functions it has.
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