Re: [DF] - Party wealth disparity
Minor children aren't even allowed in pawn shops in some districts, and in Canada at least while they may be allowed in, it may actually be illegal for the shop to buy from them. I believe the assumption is either that the minor will be at a disadvantage in trade transactions and get swindled, or the minor is selling items that he/she thinks they own but doesn't technically own (family property), or the minor is selling stolen goods, or the transaction counts as a contract, which the minor cannot legally enter into without the approval of a guardian.
So yeah, makes sense in a DF context. "Where'd you get that, kid? Ha, in a dungeon? More likely you stole it from your betters! Get out of here and take your trouble with you." |
Re: [DF] - Party wealth disparity
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Hans |
Re: [DF] - Party wealth disparity
Those 50 points spent on Wealth are actually making him a better Mage, as he gets more starting wealth, and, by genre convention, more gold means more Powerful and Shinier Stuff to kill things that move.
[Edit] I don't mean that buying higher wealth is always the best decision to make, just that it should be a valid one, and should'nt cripple you when compared to buying an ability or stat increase. |
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Hans |
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Re: [DF] - Party wealth disparity
Yes. High Wealth is a very useful "power" for the whole party. That isn't up for discussion, or disputed, or in any way being doubted here. A high-Wealth character can equip a party nicely, outfitting them really well even if you go with every single point of advice I gave about how PCs bankrolling other PCs should work. The casters will all have nice power items, and if the player of Mr. Moneybags isn't an utter twit, he'll enter play with a backpack full of magic swords to hand out to the fighting PCs, rather than try to order them in play. (Those other PCs will have to settle for what he brought, but still . . .) And the rich guy continues to be valuable as a fence, earning the entire party far more money from each delve.
The issue is whether its fair to let PCs who have such a pal get disad points from Dead Broke. The answer is basically, "Sure, as long as being Dead Broke is actually a disad." In the above case, Dead Broke remains a disad primarily if it means dependency on the wealthy PC. If the other PCs can take the gear and then go, "Haha, sucker! We're armed and dangerous now, and we want equal shares or we won't heal you!", while Mr. Moneybags is actually affected by his -25 points in disads, then Dead Broke isn't a disad at all. The GM can therefore either preempt this situation by not allowing Wealth either way or by enforcing social norms that suit a dungeon game. This has nothing to do with whether high Wealth is useful; it has to do with whether Dead Broke is limiting. I think what has this discussion going in circles is the focus on Wealth levels above Average. Actually, those work just fine. The issue isn't them at all, but whether Wealth levels below Average are valid disads. The short answer is: "Only if the GM and/or your fellow PCs make them disads for you." What I keep saying is simply that for social norms that suit a dungeon game and for ways for the GM and fellow PCs to make poverty a disad, one need look no further than the genre conventions. With due respect to Hans, old games from the 1970s absolutely did start heroes out with radically different amounts of money, impose limits on what some classes could own, etc. The treasure-sharing model was often a rule, not just a suggestion. And things certainly were "every man for himself," with actual rules covering how thieves could steal from the other PCs. In that context, Wealth as a rule rather than a roleplaying option is eminently true-to-genre. |
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I've got more to say about genre conventions, but I think I'd better spin that off in another thread. Hans |
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Hans |
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Hans |
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