11-12-2013, 06:15 PM | #11 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
|
Re: [City Stats] [RPM] Enhancing the Economy
My rule of thumb is that a community has 10% of its average Wealth as money. My reasoning is that only 20% of a character's starting Wealth is in "adventuring gear," which logically includes cash. Just split the baby down the middle to give a ratio of gear to money. It might even be high on the money side, but almost everyone has something that he can sell to get a bit of loot fast, even if he doesn't want to sell it.
|
11-20-2013, 09:20 PM | #12 | |
Join Date: Oct 2007
Location: Kentucky, USA
|
Re: [City Stats] [RPM] Enhancing the Economy
With my second set of midterms over, I can stop thinking about how much I hate linear algebra for a bit and think about GURPS some more!
Quote:
Last edited by Tyneras; 11-21-2013 at 02:34 AM. |
|
11-21-2013, 01:56 AM | #13 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: [City Stats] [RPM] Enhancing the Economy
Using the rules for trying to make a city wealthier (Pyramid #3/54, p. 31). Whom are you quoting?
|
11-21-2013, 02:27 AM | #14 | |
Join Date: Oct 2007
Location: Kentucky, USA
|
Re: [City Stats] [RPM] Enhancing the Economy
Quote:
Edit: Having quickly skimmed that part, I'm temped to find out where the gains plateau if I cap the RPM Finance bonus at 10. But I will save that for tomorrow, bed time for me. Last edited by Tyneras; 11-21-2013 at 02:33 AM. |
|
Tags |
city stats, economics, ritual path magic, rpm |
|
|