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Old 04-04-2018, 06:52 PM   #3
Brandy
 
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Join Date: Aug 2004
Location: Nashville, TN
Default Re: Looking for good House Rule on Wealth

I posted this to the forums 11 years ago. It may suit you.

I've had some trouble reconciling the following things in GURPS with regard to starting wealth and equipment:
1) Signature gear is awfully good deal compared to low levels of wealth, and no good at all compared to high ones.
2) Trading points for cash is pretty unsatisfactory, and always gives a lesser value than signature gear. . . and signature gear has cinematic plot protection!
3) The offhand comment in Basic about characters usually having access to only 20% of their by-the-book wealth for gear is widely ignored, due to the comment that follows which says that characters with an unsettled lifestyle can have all of it.

So, this is a house rule proposal to address these things. If you don't have a problem with those things, you probably won't like the house rule!

My assumptions:

1) Trading points for cash at character creation should give more starting money than buying an equivalent amount of wealth, because wealth has ongoing benefits.
2) Trading points for cash should at least be comparable to signature gear, because signature gear has plot protection. Wealthy characters should benefit more from points for cash than average or poor ones.
3) Both signature gear and points for cash should be viable alternatives to high levels of wealth at any point level.

Here's the basic idea:
1) Characters may *not* declare themselves to be "living an unsettled lifestyle" and get 100% of their starting wealth. (These character concepts can take a lower wealth level and trade points for cash at start-up). The 20% figure is absolute! The other 80% is what grants the ongoing benefits of wealth: increased earning at jobs, shorter working week, free status, and a higher wealth multiplier.

2) Points may be traded for cash at character creation. The amount of cash that a given number of points gives is based on the wealth formula(see below), which follows the same exponential progression that wealth itself does. Points for cash *are* modified by wealth level, and characters can buy both. Points for cash gives 100% of what the equivalent number of points gives in wealth.

3) Signature gear works just like points for cash, but it is not modified by wealth level. (Wealthy characters are better off paying points for cash than getting signature gear). Signature gear gives 200% of what the equivalent number of points gives in wealth, or twice what points for cash does. Each item of signature gear is a separate purchase.

Warning! Math Zone ahead!

The GURPS wealth table, page 25, uses an exponential formula to derive the wealth multiplier. Not all the values fall directly in line, but this is a good approximation for how much wealth a certain point total is supposed to provide. The formula is:
10 to the power of (points in wealth/ 25). Here's a comparison of the formula-driven values and the given values for a particular wealth level (WealthX is the by-the-book value for wealth multiplier and Formula is the value derived from the formula above).

Code:
Wealth Level       Points   WealthX   Formula
Dead Broke            -25       0        0.10
Poor                  -15     0.2        0.25
Struggling            -10     0.5        0.40
Average                 0       1        1.00
Comfortable            10       2        2.51
Wealthy                20       5        6.31
Very Wealthy           30      20       15.85
Filthy Rich            50     100      100.00
Multimillionaire I     75    1000     1000.00
Multimillionaire II   100   10000    10000.00
As you can see 10^(pts/25) is a good approximation of the GURPS wealth multiplier. I've used this formula to derive the points-for-cash values in the table below, which is for TL 3. Other TL tables can easily be derived from the formula:
(10^(pts/25) - 1) * Campaign starting wealth.
These values have been rounded to a convenient dollar amount.

Code:
Points for Cash TL/3
pts   $   pts   $   pts    $   pts    $   pts     $
 1  100    6  750    11 1750    16 3400    25    9K
 2  200    7  900    12 2000    17 3800    30   15K
 3  300    8 1050    13 2300    18 4250    35   24K
 4  450    9 1300    14 2650    19 4750    50  100K
 5  600   10 1500    15 3000    20 5300   100   10M
Code:
Signature Gear TL/3
pts   $   pts   $   pts    $   pts     $   pts     $
 1  200    6 1500    11 3500    16  6800    25   18K
 2  400    7 1800    12 4000    17  7600    30   30K
 3  600    8 2100    13 4600    18  8500    35   48K
 4  900    9 2600    14 5300    19  9500    50  200K
 5 1200   10 3000    15 6000    20 10300   100   20M
So, some possible character builds under this system at TL3:
John Plain has zero points in wealth. He starts with $200 in adventuring gear and Average Wealth. He has the necessary assets to work an ordinary job, and earns income in the game at the usual rate for regular working hours.

John Poor takes the Struggling disadvantage, but puts those 10 points into points for cash. He starts with $100 in adventuring gear and his points for cash give him another $750 (1500 * 0.5). He lacks the tools, memberships, or contacts to earn much at a job, but he has about four times as much adventuring gear as John Plain. This would work well as a typical adventurer's build.

Malachi Arundel is wealthy (20 points) and has a lot of stuff. He starts with $1000 in gear for his wealth and takes 5 points in points for cash which give him another $3000 ($600 * 5).

Corwin Bearclaw is an adventurer with standard wealth. He a fine thrusting broadsword worth $2400. This will cost him 9 points as signature gear.
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