08-12-2022, 06:39 PM | #71 | ||
Join Date: Mar 2017
Location: Brazil
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Re: Costs in GURPS dollars
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The other reason can also be for the power hungry. Particularly for Mages and such, even Alchemists. I would say that this may be unusual, but definetely not impossible. Quote:
Also, D&D char economy has always been recognized as flawed. It's way too easy to amass a fortune. That been said yes, Dungeon dwellers do make good money (the ones that manage to survive of course). Now, if you're good at something... You know... Yes, a lvl 9 Warrior could basically retire. But then again, so too could a billionaire. So why do billionaires keep working? So, a lvl 9 Warrior may just keep dungeoning, despite not needing, because it is what he does, it's what he's good at, and particularly, because after all the grinding to reach that lvl 9, that's what he likes to do. Besides, it's not like he's good at anything else. Probably. Last edited by KarlKost; 08-12-2022 at 06:56 PM. |
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08-12-2022, 07:13 PM | #72 | ||||
Join Date: Mar 2017
Location: Brazil
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Re: Costs in GURPS dollars
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On the other hand thou, there were some monastic orders that had many assets, but which their members lived without luxuries. The Templar knights are perhaps the best example. Their order had access to vast amounts of wealth, which they used to fuel their wars in the Holy Land, but their members were expected to live with the bare minimum. So, I would say that this type of monk/priest/cleric whatever can have a Vow of poverty in an individual level, but have a powerful Patron in the form of a monastic order, that can provide them with anything they need for their job - like an expensive horse and body armor for a poor Templar for instance. In such a case, I believe such a Patron (monastic order) would expect that any amount of wealth amassed by a member be "donated" to the order. Such was the case of the Templars for instance. If they pillaged a city, the booty went to the order. The Templars had merchants and administrators, but their profits went to the order, not to themselves. And so on. Quote:
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Last edited by KarlKost; 08-12-2022 at 07:23 PM. |
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08-12-2022, 07:17 PM | #73 |
Join Date: Mar 2008
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Re: Costs in GURPS dollars
In terms of seizing the monasteries. The vow of poverty means that the individual members don't own much because it is all provided by the order. That doesn't mean that the land isn't worth a lot or that the chapel doesn't have a small fortune in gold and silver altar goods. Some orders also treat the vow of poverty literally, the members don't own anything themselves but the monastery is a very luxurious place to live. Some orders also also take a vow of austerity and live very basically.
Last edited by dcarson; 08-13-2022 at 04:50 PM. |
08-12-2022, 08:54 PM | #74 | ||
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Re: Costs in GURPS dollars
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Regarding raiding parties for inhuman humanoids slaves that makes sense especially when magic can be used to keep them in line. Of course if you do this too long you can get the equivalent of the Truul (GURPS Aliens) who can't function without orders from a 'master' and if your culture becomes enlightened to 'slavery wrong' it has a new problem - what to do with a race whose self will has for all practical level been destroyed.
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08-12-2022, 09:44 PM | #75 | ||
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Location: Brazil
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Re: Costs in GURPS dollars
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So, the intention was to not allow players to buy the "Vorpal Blabe +5" with a "lvl 1" char. It should be mentioned thou that STARTING PLAYERS cannot have Wealth above that level, not that it isnt completely nonexistant. Quote:
The latest one we are more familiar with was a racial thing, upon which africans, or in the case of the spanish Americas, natives, were regarded as less than humans. For the "civilized", like romans or chinese or arabs or any other, it were done on the "barbarians", primitives upon which those would sometimes even consider slavery to be an "improvement" to their condition. And when you consider the other to be less than human well, it's far easier to justify anything. Thus, for fantasy societies which have fictious inhuman humanoid races like orcs, it is all too easy to justify that - particularly when said races return the favor (or worse) on regular basis. So, even for a society that considers enslaving the "clean folks" (elves, dwarves, humans etc) to be abominable, they may still be totally fine about enslaving "those other guys". |
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08-13-2022, 06:05 AM | #76 | |
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Re: Costs in GURPS dollars
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Heck, in AD&D1-2 an Average character (25-50 points) would totally trash 1st level characters. Murphy Rules even had a cartoon about how an ordinary house cat could kill a "lvl 1" magic user. Take Classic Dai Blackthorn who is 163 in 4e for example: Dia's Traps skill (62.5%) is on par with a 8th level Thief and in the areas of Pickpocket (83.8%), Lockpicking (90.7%), and Stealth (Move Silently and Hide in Shadows; 95.4%) Dia is slightly better than a 10th level thief for Pickpocket, a 14th level thief for Lockpicking, and a 16th level thief for the last two combined. Since technically there were complex modifier that should have been used (but no one actually used) with regards to AC and the differences in combat a reasonable comparison of fighting ability cannot be made. Hear Noises (a perception roll in GURPS) is so pathetic that a 25pt GURPS character with an IQ 11 is better than a 17th level thief which of course puts Dia with an IQ 12 right off the AD&D1 thief table. Interestingly this 160 pt character is not even to 1st level Thief standards in his climbing ability (83.8% vs 85%).
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08-13-2022, 07:27 AM | #77 | |
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Re: Costs in GURPS dollars
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And you can still be Very Wealthy and be a dungeon-delver. You start with $20,000! That's an amazing amount of wealth already. People who are Filthy Rich or more have better ways to accumulate more money than going down into darksome holes filled with monsters. That's what the world of GURPS Dungeon Fantasy is like. |
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08-13-2022, 01:20 PM | #78 | |
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Re: Costs in GURPS dollars
[QUOTE=Stormcrow;2447165]They're trying to enforce a particular trope of characters who go down into dungeons, not simulate the economics of dungeon expeditions. "In our dungeon fantasy game, dungeon adventurers are the sorts who blow their money quickly and go down into dungeons to get more." It doesn't matter whether there are other types of characters with their own reasons for going into dungeons; they're not the subjects of GURPS Dungeon Fantasy.
That "blow their money quickly" sounds more like what character with less than the wealth expected for their Status but must (for various reasons) maintain "appearances". Quote:
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08-13-2022, 04:39 PM | #79 | |
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Re: Costs in GURPS dollars
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Does this have anything to do with "costs in GURPS dollars"? |
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08-13-2022, 10:04 PM | #80 | |
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Re: Costs in GURPS dollars
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If you read that "$40+ per point" as "$40+ per total point" (which is how 'traditional' D&D worked) things get ridiculous. Even if you don't do that reading of DF's text if you assume that at one time these were Novice (Competent) [62] then each [250] character has seen $7,520 pass through their fingers. It is what the Dragon #97 (May 1985) article "Only Train When You Gain" warned against — excessive money sinks result in GMs letting wealth flow more freely and you are on the express train to Monty Haul station. In fact, I am surprised with the emulation of that part of D&D especially as we have seen the very thing "Only Train When You Gain" warned against in WoW. Classic WoW was very stingy with gold and had a lot of gold sinks but beginning with Burning Crusade not only did the gold start flowing more freely but many of the gold sinks were scaled back. Today the amount of gold a character can get and keep is totally insane and some gold generators had to be nuked from orbit because they were too good (Garrisons in Warlords).
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