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If it was the ability to continue to have roughly five times as much money as the rest of the characters as they earn more and more money, it truly would be hugely unbalanced. And quite contrary to the genre conventions, I might add. Hans |
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Think of it this way.
A person with Average wealth can sell their loot for 40% of market price in Dungeon Fantasy. A person with Poor wealth can only sell their loot for 10% of market price, and a person with Wealthy can sell for 80% of market price. If we have five guys in our five-man band and we just raided Dungeon Smashandgrab with total loot of $5000, a single share of that loot, if spread equally around, is $1000. Now if three of our guys are all Average wealth, one is Poor and one is Wealthy and they all go to town and sell their gear on their own, we get something like this: P: $100 A: $400 A: $400 A: $400 W: $800 Total: $2100 That's only 42% of the nominal value of the loot. What a rip-off! Instead, we get our Wealthy partner to sell all of our loot and then distribute the proceeds. He's able to get 80% of the entire $5000 total, so we've got $4000 available. If he distributed everything equally, everyone would get $800 - there's absolutely no benefit to him personally to having the Wealth advantage instead of someone else in the party having it. P: $800 A: $800 A: $800 A: $800 W: $800 Total: $4000 Sucks for him, right? Oh, and look at that, the Poor guy is suddenly getting just as much as everyone else! That doesn't seem very fair, since he got a decent amount of points back for not having much money. It gets even worse if he's only given a half-share because he's so sucky at his niche because he took Wealth: P: $888 A: $888 A: $888 A: $888 W: $445 Total: $4000 Why should Wealthy McMoneybags get half the amount of loot that everyone else gets? That's just stupid on the face of it - not only is Wealthy proving to be not an advantage for him to take personally, it's proving to be a disadvantage. Advantages should never be disadvantageous! Instead, what should happen is Wealthy McMoneybags should keep a share of the loot for himself, and Monkhands McPoorhouse should get a lesser share of the loot, because he's poor. It doesn't have to be exactly by the wealth multipliers everyone has, either - it depends on what everyone decides. Let's say Wealthy McMoneybags takes an extra half-share from each partner, so he gets three shares and everyone else gets one (except McPoorhouse, who only gets a half of a share). That's 6.5 shares total, so it breaks down like this: P: $307 A: $615 A: $615 A: $615 W: $1848 With this, everyone's happy. McPoorhouse gets a rather decent cut of the wages (much better than he deserves - probably should only take home 1/4 of a share instead of a full share, really), McMoneybags has extra money so having the Wealth advantage is advantageous to him personally, and the people with Average wealth get over 1.5 times as much as they would have normally. Everyone is a winner. |
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Of course, in that case, everyone's share of the treasure suffers. So it's not only in the Wealthy players best interest to get a greater share of the loot, it's in the best interest of everyone else as well, because they'll all suffer if there isn't a Wealthy player in the group to fence their loot for more money. |
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P: $111 A: $444 A: $444 A: $444 W: $444 Total $1887 |
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The fighter isn't going to charge the fence for standing in front of him when the monsters charge, or for each monster he kills, the healer isn't going to charge him for patching up his wounds, the thief isn't going to charge him for opening the safe (Well... not if everybody keeps a sharp eye on him while he does it and frisk him afterwards ;-)). So why should the fence be allowed to charge extra for doing his job? Quote:
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Hans |
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You seem to be saying that there should be no advantage at all to actually taking the Wealth advantage, Hans. If the Wealthy guy can't actually benefit from his advantage more than anybody else in the group, it isn't an advantage for him to take it. He'd be much better served just buying an Ally with the Wealth advantage if he can't get one of the other players to do it for him.
That's just ridiculous. So, sorry if it offends your sensibilities that the person with the Wealth advantage happens to have more money than the person without the Wealth advantage, but that's how the game is designed. If you don't want advantages to actually have any effect in play, then outlaw them in your house-rules. Anyways: Quote:
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Hans |
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EDIT: Hum... thinking about ends and means made me suspect that I may be in the wrong because I'm assuming that the goal of the game (for the players) is to get rich and powerful (Just as it was in those old genre games that I remember). So before I get any more strident, let me ask: What is the players trying to accomplish and how do they measure success? Hans |
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Material goods are not the only measure of success. Quote:
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After 10 adventures, the Melee guy still gets to kill things in Melee, the Archer is still shooting stuff at a distance, and the Rogue is still spotting traps. Why, pray tell, should the Wealthy Guy's advantage magically disappear and he no longer gets to have significantly more stuff than the other people? That's exactly what you're advocating - because if everybody splits all income exactly equally the longer the group keeps adventuring the more the money disparity between the characters will evaporate, leaving the Wealth advantage as merely a means to fence goods for more money. Even the Cleric can take his Healing abilities and do a few jobs on the side while he's in town, for the extra pocket change... but yet the Wealthy Guy can only use his Wealth for the benefit of the party. Wealth, in GURPS, has always been a combination advantage of "what you have" and "what you can earn." You're advocating removing the second part, or at least taking the second part and forcing that player to share it with everyone else in the party. Lets take it to a different genre. Professor Xavier is a very wealthy man; his Wealth means he earns a lot of money from his school and other investments. In this genre the argument you're using is that his Wealth cuts into the party's effectiveness as a fighting team, therefore he should take any revenues he earns from the school and split it equally with the rest of the party... just to be fair. And it doesn't matter if the party is made up of Logan, a guy who showed up one day without a penny or a memory, Ms. Lee a young student, and several Professors that all work at the school - they're all party members, they should all get an even cut of the profits. |
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Hans |
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I think a big part of the problem here is that for wealth in DF to work properly, it has to become a mental disadvantage. Normally, only mental disadvantages restrict a PC's choice of action - other disads only affect their chances at succeeding.
Non DF wealth is a combination of raw assets and status/earning potential (already a bit confusing). The second half is enforced by society - NPCs essentially. In DF, most wealth generation is done outside of the context of society - the PCs have to enforce wealth, as NPCs have a much weaker effect if the PCs co-operate. In general, socially enforced advantages and disadvantages are less effective in DF. DF PCs spend much less time in the context of society, and their primary focus is outside of it. That's why the "monster" rule is in there (among other things, it makes clerical magic racist[1]), and why wealth was changed. Now, you can try to make the PCs treat each other the way society expects them to. This is a reasonable approach, but you should make sure that the players are OK with it and willing to act that way. Since many social ads/disads work because a significant fraction of the population is intolerant, greedy, or bastardly in general, however, this may not go over well. Many players do not want to be artificially constrained to act that way, or play characters like that. The other option, which I think I prefer, is that social ads/disads should be discounted for players that don't depend too much on society. Not sure what the discount should be, but it should be small (or zero) for ads (periodic town trips allow for exploitation), and large for disads (town trips are not mandatory, and much of what goes on there can be done by proxy. [1] The implication is, of course, that "God(s)" hate(s) Orcs, regardless of their moral character. Again reasonable for DF, but not necessarily required either. |
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The CLERIC may be racist, and getting to the temple to be healed may be nigh impossible because the town runs you off with torches and pitchforks, but there is no supernatural enforcement of this. |
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In short, it's all about going from being a 250-point mage, warrior, thief, or moneybags to being a 500- or 750- or 1,000-point mage, warrior, thief, or moneybags. Bank balance only matters to that goal for the moneybags. As DF is nearly completely bereft of social context, it's simply impossible to have a stronghold, become a lord, raise an army, etc. That isn't on the table for any PC, which is why – past a certain point – cash isn't as useful as points. Quote:
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[1]at least goods that the other characters can't lay claim to shares of. Quote:
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(Yes, I know this doesn't actually touch the central "money only means so much" point, but it has given me ideas.) |
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So. Lets start from the beginning. Lets say that the Wealthy Fighter gets that better armor for himself. He can, indeed, be a more efficient fighter than the Average Wealth Fighter, because he can take a couple of hits and still continue fighting. Fair enough. This would be an argument to let him have the full share, yes? So far so good. During the dungeon delving, he gets hurt and the healer heals him. Now, they return to the town to sell the loot. As shown by previous posters, the most efficient way to dispose of the loot is to let the Wealthy Fighter sell it. One might even argue that it would make sense for the other characters to bite their tongues and accept whatever division as long as they get even 1 dollar more than they would if they were to sell the loot themselves. In the previous example of 2000/4000 worth of loot for 5 adventurers, This would break up as (201, 401, 401, 401, 2596). The Wealthy Fighter, in this scenario, would be buying everyone a round of beers and then pocketing about 6.5 times the others' share. Everyone benefits. So what is the problem? The problem is, for Hans (I assume) and I, that while the other players are using their full potential for the party's benefit, the Wealthy Fighter is using his Wealth for only his own benefit. Even in the the case of 50/50 split of the above 40%, he is still benefiting from doing something the others did without additional compensation. Were I the healer of this party, I'd tell the guy that the next time he is wounded, my services would be available for a fee. Taken into account dangerous surroundings and the potentially life-threatening nature of the wound if left untreated, I'd say it would be very fair for him to pay a good chunk of his share. After all, without me, he would die in the dungeon or at the very least, need to head back to town to buy healing from them, costing time and money (and additional danger as he staggers bleeding through the countryside, where robbers might very well take this opportunity to jump him). Similarly, the Mage would be presenting a bill for every spell cast, the Fighter for every monster fought and the Thief for every square foot of the dungeon searched for traps, with an additional bill for actually disarming the traps rather than letting the Wealthy Fighter to walk into it. After all, why should our services be free simply because they happen in the Dungeon, while his services (as a fence) allow him to skim from the top? Were the money play only a little part save for background in the campaign (such as the Wealthy Guy living in a villa he rents in the town, while the rest are sleeping in the inn between adventures, he eating better food, having nicer clothes, having servants), I wouldn't mind so much. However, especially in DF but also in other campaigns, money buys you stuff. It allows you to leverage your Wealth into other advantages. I already talked about my hypothetical Multimillionaire char getting decked with most of the boosting enchantments from the book. Wealth is an insidious advantage. It allows your character's effective point total to be inflated due to stuff you buy with your money, faster than the other characters' point totals. You will end up outstripping them. And since human beings tend to be an envious bunch, at some point there will be resentment. Here is what I think is the major sticking point with our two views: Start of the Campaign Hans & I: Wealth gives you extra starting money and makes you a good fence, allowing the party to prosper. Healing allows you to heal your partymembers, which helps the party to achieve their goals. Opposing view: Wealth gives you extra starting money and makes you a good fence, which allows you to earn extra money and keeps you much wealthier than the rest of the PCs. Healing allows you to heal your partymembers, which helps the party to achieve their goals. Mid-Campaign Hans & I: Wealth gives you extra starting money and makes you a good fence, allowing the party to prosper. Healing allows you to heal your partymembers, which helps the party to achieve their goals. Opposing view: Wealth gives you extra starting money and makes you a good fence, which allows you to earn extra money and keeps you much wealthier than the rest of the PCs AND that money allows you to buy (more) stuff (than the other PCs) that already has more than covered the point cost of your Wealth Advantage (Free Lunch, Baby!). Healing allows you to heal your partymembers, which helps the party to achieve their goals. It is that Free Lunch aspect that really gets to me, but you see the difference, yes? The healer's ability is taken as communal, while McMoneybags' ability to fence the loot is taken as personal. What Hans and I are saying is that McMoneybags' ability to fence should be taken as communal, as far as it pertains to the Party's loot. If the Healer wants to make an extra buck healing people in town, good for him. The Fighter can act as a bounce, McMoneybags' can act as a fence to NPCs and charge them for the privilege, the Thief can pickpocket and the Mage can analyze magic items for NPC adventurers. Eric brings up a point that if McMoneybags is sharing his fencing talent communally, the disparity in wealth evens out. Yes, this is true. Does it diminish his ability to fence, which makes him the go-to man of the party whenever there is selling or buying involved? Not in the least. Lets take this example... A barbarian in a loincloth and a sword (a really good one, he is of Average Wealth) and a knight in shining plate go adventuring together, facing the same dangers, protecting each other's backs. Should the knight be many times as wealthy as the Barbarian afterwards? I'd say no. They both have a bunch of swag, and the earlier disparity in armor is diminished. Does this mean that the knight got no benefit from having his armor in the beginning? Of course not. Does this mean he got no benefit from his advantage? Nope, he got twice as many stuff as he would have if he had been Average Wealth. But so did the Barbarian, and he didn't have the Wealth Advantage! True, but here's the thing... he isn't the fence. It is the same as with the healer. The healer makes the other chars effectively have a regeneration advantage: they heal fast! But, they heal fast only because the healer has taken those powers. Same with the knight. The Barbarian is getting more swag because he is adventuring with the knight. Wealth is an insidious advantage. I am sure I have said that before. But if we look at points as the statement of RP niche, it gets a bit easier: Barbarian: 'I want to be really good in a fight!' Healer: 'I want to be the guy who makes sure everyone survives.' Mage: 'I blow stuff up and decipher magical puzzles.' Thief: 'I scout, sneak, backstab and take care of traps and locks.' Knight: 'I am the Face. I am also good fighter, and probably even better than the Barbarian up front.' Now, this can be different in the DF, if there is little to none social RP in the town to give the Knight some spotlight time. But even then, it clearly stakes out his expertise. And depending on how stingy the GM is about loot, the Knight might actually keep his edge on the equipment for a good while. Wow. This is long already. Let me cut here and give some examples from our campaigns (non-DF Wealth, but addresses some of the same concerns) later... |
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The Wealthy PC doesn't benefit directly from the Barbarian's 22 HP - he gets some benefit when the Barbarian doesn't die in the fight and can keep protecting him, but the Barbarian benefits more from his not dieing than the Wealthy PC does. Is that fair to the Wealthy PC? Well, yes, the Barbarian paid for the HP he should reap the biggest benefit from it. The one place where this does break down is on abilities that are taken solely for the benefit of the rest of the party - mostly Healing spells, as most other abilities benefit the character possessing them as much, if not more, than any of the other characters. However, that is the niche that the Cleric has chosen for himself, just as the player of the Wealthy PC has chosen the niche of being Wealthier than the other PCs and the Barbarian has chosen the niche of being a walking wall of flesh. |
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Cash is Points, IF you can transform your cash to items that grant you bonuses to your skills/stats/other. For example, if you can always afford to bribe someone (and other PCs can't) while using Streetwise and get +X to your Streetwise, then you have, in effect, X more levels of Streetwise due to your Wealth. This is even more so when you can buy magical items that give bonuses directly to your stats. So Rich Guy is not only Rich, but he becomes more Powerful than the other characters, and this gets only worse the further along the campaign is, because of the gap in absolute cash levels increases (assuming proportionality). I have, so far, found no good ways to balance this, which I simply ban Wealth Adv/Disadv in campaigns where I am the GM. One way that comes to mind is to adjust your thinking in DF. The Rich guy's niche is NOT being Rich. It is being the Fence. And this ability is balanced and does not diminish or overshadow the other PCs, as long as it is used communally (i.e. 'Party Loot is sold to coin and then divided equally, as per the Charter of the Crimson Cloak Adventuring Party...'. If you still want to plug that 'richness' into it, use it in the background and socially. Let the Wealthy Guy have a villa and servants. Let the King treat him with more respect. Make the town guards salute him. Make him the one the Mayor gives the key to the Town. When he throws a party, make it lavish. In short, give him all the benefits of being Rich WITHOUT allowing him to leverage his money to make himself more powerful in all the other niches as well! (In old D&D, there was a Rod of Healing, that was able to cast cure light wounds 1/day/person. I don't know if that is a legal item in DF, but I can easily imagine McMoneybags having a bunch of them, making the healer superfluous, for example.) EDIT: For example, let the Rich Guy get titles. More land. Stuff like that in the background. Let everyone know that once the dungeon delving is over, the Rich Guy is so Rich that he will live the rest of his life in luxury, while the Barbarian will go back to his rickety hut with his Sword+5 of Awesomeness, unless the Barbarian is using points to up his Wealth, too... Or money, in which case both of them might have a retirement plan, but the Barbarian has a Sword+3 of KindaCool, while the Rich Guy has that Sword+5 of Awesomeness. |
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See my answer to Kromm for ways in which I would correct this in DF. |
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Healing rods, DX amulets, etc. are generally rare finds – treasures – and not for sale. Every PC has equal odds of finding such things down the dungeon. On the other hand, Mr. Moneybags can buy finer gear that weighs less and breaks less often. This makes him useful, but the quantification is difficult because these factors show their value over a very long time scale, not turn-by-turn in combat, say. |
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Wealthy thief really is a thief, with the skills, stats and core advantages of a thief, but 20 of the 30 free advantage points out of the 300 points thief template went into the wealth advantage. He didn't join the group to sell their loot, he joined to do sneaky thievery things. The party may not get a direct benefit from his Wealth, but, as Ericbsmith said, they don't benefit from the barbarian 22 HP. Of course, it sure is nice when they put these advantage to good use. Now back in town, wealthy thief has already do its part in the dungeon, and he could go sell only his share. Which would be stupid as that wouldn't benefit the party as much as it could, so he takes care of all the loot. And now, instead of disgressing on "what's the good way of sharing loot", I think I'll stick with martinl idea of Wealth as a Mental Disad. It really makes thinks easier :) |
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If Money cannot be used to buy 'Points' (via magical items or other augmentations), then it reverts to its normal role, i.e. being rich means better living and luxury, and a fatter bank account to retire on. EDIT: I see Kromm posted pretty much the same clarification moments later. Thanks, that does make it much clearer where you guys are coming from. I was under the misunderstanding that DF is the no-holds-barred Monty Haul of the Really Bad Old Days. :) |
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1) I don't allow Wealth Adv. or Disadv. in my campaigns, AND 2) Even if I did, I certainly subscribe to Kromm's mantra 'A Disadvantage should be disadvantageous.' (not an exact quote) I am an old school GM. If I notice a player trying to be a smarty-pants, I have no problems throwing the book at him. Literally if need be. :) |
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A lot of players seem to forget that paying the $10,000 to hire the ship to the dungeon is as useful as healing people in the dungeon. |
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Heck, the Wealthy Thief in the game I ran was explicitly the leader, because he was their major investor. He brought the oxcart, and the camp servants that made hanging around in the wilderness looking for Giants to fight much more tolerable.
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Wealth IS meant to be unfair to the those that do buy wealth. to paraphrase Kromm when he was talking about ATR Hes paid for X amount of point worth of unfairness. Whyte, Hans your goals are great in modern Medieval Fantasy Role Playing... but it simply NOT DF. Don't Compare Wealth to Healing, Healing the party doesn't give a Cleric an edge, it prevents him from losing his niche edge; and I don't mean by preventing the party from getting weaker, He's preventing annoying His God. if he A good god, then not healing the party is likey going to dilating a Pact. If your playing a sinister cleric then not healing the party jeopardizes the mission you are on for your god against proble braking some Pact the proved you your power. A Cleric Heals for the Same Reason the Knight obeys his Lord, the Monk abstains from world things, the Thief doesn't snitch... to avoid the bad stuff their concepts have built into them. |
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With the metagame grief of Free Lunch Express dispelled, this McMoneybags sounds a lot like my McMoneybags character in a non-magic, non-loot oriented campaign. 'We need horses. Who amongst us doesn't have his own horse? No matter, stablemaster, war horses for everybody! *ka-chink*' In this kind of setup, McMoneybags is definitely pulling his own weight. So just to be whimsical here... What is the collective wisdom on the 'what you could have gotten if you sold it yourself + 1 coin' -scheme by McMoneybags? In how many party would he have an unfortunate accident while dungeon delving? (Assuming everyone pays their own way, so he is not helping them out that way, either.) :) |
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Unless I'm wrong about "blessed items" implying a divine power source. |
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You once mentioned that you considered renaming wealth in 4e. Too bad that fell through. |
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It's a lot like giving a one-penny tip at a restaraunt. It's one thing if he just keeps all the largess to himself, but if he gives an insignificant amount extra deliberately - enough to show that he didn't forget it, but such a small amount it couldn't pay for a single dinner (you can't even buy a ration for $1!) - then I get upset:( |
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If the coin type were something useful, like an $80 gold coin, it would probably irritate my players but not enough to provoke interparty violence by itself.
If it was a copper piece or even a $4 silver on any sale worth less than about $4, I KNOW how they'd react, because most or all of my players play Warcraft, and they've ALL made violent comments about people who undercut other peoples (many gold piece) auctions by a copper. They all consider it disrespectful, childish, and sarcastic. It's the kind of irritant that might actually lead to player-on-player pseudoviolence involving nerf weapons or empty plastic soda bottles. |
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In my hypothetical DF campaign with Wealth allowed, The Wealthy Guy is paying points for being the Fence (and getting better starting gear and better comforts). Thanks to his Fence benefits, he would ensure that the party gets a better price for their loot. He would also get social benefits as detailed in my previous posts. So, he has his niche, and he has paid points for that niche. if the Party allows him to negotiate the accommodations, he finds a Friend of a Friend, who just so happens to be heading to the capital on urgent business: would The Wealthy Guy mind housesitting for him? Need a ship to take them to the adventure site? No problem, there is a trading vessel owned by Wealthy Guy and Company in the harbor, and the captain is happy to make a small detour from his usual route to keep the owner happy. The Cleric, in my campaigns, is seldom required to heal ANYONE. Certainly not these greedy mercenaries who are not giving tithes to the church in question. One exception being the clerics of the Goddess of Healing, but they are pacifists and unlikely to be dungeon delving (and if they were, they might be just as driven to heal the enemy!). That is, unless the Cleric has a Vow or a Code of Honor requiring him to heal the party members, he can say no and expect no divine retribution (the barbarian looks mightily miffed, though). In short, I think I am much in agreement with Kromm and Turhan's Bey Company in how McMoneybags should be played for him to be an asset to the Party. Where we differ is how to accomplish that. Me, I'd divide the loot equally (after transferred to money), and keep the Wealthy Guy's wealth in the background: dungeon delving is more like a hobby, not his main source of income. They'd use the skimming of the loot to make the loot the driving force of actual monetary resources in the campaign (which, I admit, might be truer to the roots). |
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the point is the Fighter has payed of for his power are slaying the monsters, he except his character to get to behave like a monster slayer. McMoneybags has paid the point to act like he has Money, he does get to ack like that if he cant show off his wealth by the player who did noy pay for the wealth can do the same thing. He does Want ever to rend their own horse, HE want to rents the horses. |
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Now, in this kind of setup, lets say 100 bucks, the greedy alternative would be 1-99 split, and a rational man would accept 1, because it is more than 0. However, in testing, it was found that people tended to say 'no' to unequal divisions and the most successful (and common) one was 50-50. I am paraphrasing from memory. :) In any case, this reminds me of the McMoneybags selling the loot. After all, he is in essence dividing the excess. Many people have remarked that half-and-half of the excess is 'fair' in their mind, which would seem to support the above point. I was going to add something more, but the thought escaped my mind... Ah, there it is. Like TBC and others mention, the adventurers tend to be pretty violent bunch. And I for one would like my partymembers to think of me as a good guy and an asset to be protected, than 'that greedy, doubledealing, conniving SoB'. |
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The Wealth Advantage in Dungeon Fantasy is essentially paying points to have access to contacts, special offers or other things that other people are not privy too. If the other players inquire about the value of their loot anywhere in town, they're told that it's worth X*0.4. McMoneybags tells them that he can get X*0.5 for it and they give it to him to sell. He then sells it for X*0.6 (or X*0.8) and if he doesn't feel comfortable walking out with all the cash, just spends the excess with his fellow guildmember, contact, whatever. How, without metagaming, would the other characters ever have cause to be unhappy with this division? Hell, if the issue is that he's lying to his fellow party members, nothing forbids the GM from stating that a member of the Merchant's Guild who sells loot in town receives a certain percentage of its value as a rebate into his account with the Guild. Then he's not lying at all, about anything. He just benefits more from selling loot than his fellow adventurers as a result of his position (paid for with points spent on the Wealth Advantage). |
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In any case, I see your point. The Wealthy Guy could just as easily offer to buy the loot himself at 0.5 of its countertop value. If he can then sell it ahead at a profit, where is the lie here? But still, the above point remains and it would cause some bad feeling ICly should it come out, and likely even OOCly since that is what people are like. |
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He gets 100% of his share, plus 4x30% of everyone else's share. This adds up to 220% of his share. He's getting a little more than 3 times what each otehr character gets. Imagine that the delvers have found 5 rods of valuablium, worth $1000. They split it, so each delver gets one. Now, Mr Moneybags sells his for $1000. The rest of the delvers can choose to sell theirs for $400, or let Mr Moneybags sell it, and pocket $700. It's only fair, because they're getting an advantage worth 15 points for free (Halfway between Comfortable and Wealthy), while Mr Moneybags paid 30 points for his. That's 45 points of difference against Mr Moneybags. |
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If the players would become upset, well, I'd find new players. Envy is an ugly emotion and I don't want it anywhere near my free time. People who are the sort to be envious of an imaginary character having more imaginary coins than another are also the sort to be envious when an imaginary character rolls better, makes cooler enemies in-game or delivers better lines. In other words, anyone who'd really make an issue of this is someone I'm better off without around my gaming table. |
Re: [DF] - Party wealth disparity
This is not DF nor does it have to do with Wealth Advantage, but it does address the issue of skimming the loot, which is pretty much where this discussion has been revolving around.
One of our campaigns is a scifi campaign. This isn't exactly as it went down, but it illustrates a point. Imagine that the crew of the spaceship is made of a pilot, a mechanic, a computer hacker and a merchant. The ship is attacked by a pirate ship. While the mechanic and the merchant are manning the turret guns, the computer hacker is taking care of the sensors and electronic warfare. The pilot, however, is the most important person, as he is the one who keeps everyone alive by dodging the blasts from the pirate ship. He is also the one who actually hits and neutralizes the pirate ship, with the big main guns of the ship. Once the fight is over, the mechanic fixes the pirate ship. The computer hacker hacks the mainframe of the pirate ship, transferring the command codes to the PCs. They fly both ships to the nearby planet, where the merchant sells the ship. Now, what should be the equitable sharing? Lets say that the normal selling price is 0.4, but the merchant manages to negotiate 0.6. Should the sharing be 0.1 each of the others and 0.3 for the merchant? Should it be 0.125 for everyone else and 0.225 for the merchant (0.5 shared+ 0.1 commission)? After all, while the Merchant has the same Wealth as everyone else, he has spent more points to charisma, appearance and such, which allowed him to negotiate a higher price. In DF, this is represented (mainly?) by Wealth. His advantages, so why shouldn't he be the main beneficiary? We came to the conclusion that the only fair way to share it was 0.15 equal share to everyone: Without the Pilot's skills, they'd all be dead and no loot. Without the Mechanic's skills, they'd have a broken pirate ship (less valuable). Without the Hacker's skills, they'd have a pirate ship that doesn't work. Without the Merchant's skills, they'd have less money for the sale. In short, it took everyone's contribution to make it happen, and the last guy on the line is not in a preferential position simply because he is contributing to the party in the loot-money transfer zone. We also found it counter productive to start counting 'contributions towards the goal'. We all take the risks, we all share equally. Now, this is not totally applicable to the DF, since the Wealthy Guy is presumably filling another slot as well, and presumably doing it well enough (but in the above scifi example, the Merchant was shooting from the turret, too). But the general idea is the same: Without the Cleric, the Monster would have splattered... ... the Meatshield, who was protecting... ... the Mage, who incinerated the Monster, leaving behind the chest... ... with a trap that the Thief disarmed, hence allowing them to grab the loot... ... which was sold by the Wealthy Guy. Now, the wealthy guy can be any one of the above. Now, why should the Wealthy Guy's Wealth Advantage allow him to have a larger share of the loot than a) Cleric's Healing Advantages and Spells? b) Fighter's Combat Reflexes and Strength? c) Mage's Magery and Spells? d) Thief's Alertness and Danger Sense? If I understand correctly, in Kromm's and Turhan's Bey Company's games the Wealthy Guy is supposed to act as the logistics support, in other words, providing for the other characters between dungeon delving or arranging new equipment or transportation. This is a good argument as to why he is entitled to a larger share, since he is taking on some Party expenses, too. The other argument, which is that he is entitled to a larger share because his advantage happens to be about money I find less satisfactory. Yes, I admit, it is RAW and there is an argument that a rich guy's niche is being rich. But let me ask you this... If instead of Wealth advantage, he would get his better prices through charisma and social skills, would he still be entitled to a larger share? If so, why? Why would his specialization to social skills entitle him to a larger share of the loot, when the loot was gained by the sweat and blood of his fellows (and his, presumably)? |
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It doesn't matter as much as I originally thought, though. I was thinking in terms of the Wealthy character having spent 50 out of 100 points on his wealth. If it's actually 20 points out of 300, he should be able to pull his own weight in the dungeon-crawl. I'd probably just buy Wealth myself and undercut his prices ;-). Hans |
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It may be "bad roleplaying" to then take it out in character, and it's probably not very helpful to the underlying issue of lack of respect, but it doesn't change the fact that one PLAYER is ******* off the other PLAYERS. |
Re: [DF] - Party wealth disparity
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Mr Moneybags doesn't want to "scam" his party members, and decides that he wants his share of the loot in items, that he sells at 100%. The other adventurers can do whatever they wish with their shares. They're getting only 40% though. In this situation, yeah, Mr Moneybags could be said to be acting selfishly, in that he just adds power, not synergy, to the party. And it's fair, because he paid points for being able to sell items for more. Now, Mr Moneybags has a keep business sense (He's Filthy Rich after all), so he purchases the items from his party companions at +75% of what the merchant offers them, and stashes them until they return to town after the next delve (since after the first visit to the merchant, the prices are fixed, even if it's another character who tries to sell the item), and sells them for a tidy profit. He's not only getting more cash, he's also making everyone else earn more cash. |
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To answer Icelander... It not about money, per se, but what that money buys in the campaign. I am from a gamer background where more IC money meant better IC equipment which allowed the chars to leverage their adventuring potential quite a lot. To take that scifi campaign as an example, a 1:3 disparity in money inflow would have meant that the Wealthy Guy would have had equipment pretty much impervious to the guns that the other PCs (and most of the NPCs) would be using, allowing him to 'muscle in' to other character's niches. I believe that I am not alone in feeling that every character should feel like they are the main character occasionally. When they can do their thing. When they are constantly overshadowed by someone else, that is when the annoyance sets in. And yes, humans tend to be spiteful when it comes to resources, imaginary or not. Must be a survival trait to some extent to dislike the guy 'hogging' the resources. :) |
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However, point taken. I think part of this is the visceral reaction when someone gets paid more for the same job. He is not using his talents to benefit the Party to the fullest. I do think this would be a near-equivalent of the Healer asking, say, 25% of the cost of healing in the Town for his services. Note that this does not apply if the Rich Guy is providing logistical support as per Kromm's answer! Again, not a biggie, but in the interests of party harmony, if I were the GM, I'd make sure that the players would be OK with whatever arrangement they come up with together prior to the approval of the character. I can see char concepts requiring this. Personally, I'd be more comfortable taking Wealth more as pseudo-status and cost-of-living thing, like I have explained earlier in this thread. I think this would work better than counting numbers. Or even making it an outside revenue stream (scaled to the loot) while keeping the Fence ability. This would allow him to benefit the party, and give him excess cash for largesse, without looking like he is leeching off the rest of the party. |
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If he has the same Wealth level of everyone else, then the Charismatic guy didn't pay character points specifically to have more money than everyone else. He paid specifically for some other ability, which as a secondary consequence allowed him to make more money - but it is not the advantage that specifically states 'you've got more money than poor people'. Also: For Hans and Whyte (the only two people arguing the other side and, maybe coincidentally, the only people in this thread who apparently have never read Dungeon Fantasy) - a Dungeon Fantasy character is built on 250 points with 50 points of disadvantages and 5 quirks. Only Wealth levels up to Very Wealthy are allowed for purchase at the start of the game, and you aren't allowed to purchase most magical gear with your money or there are huge markups on the magic stuff (as the GM wills it - he can say Ye Olde Magick Shoppe has all the magic gear possible up to and including that $200,000,000 doorway into a pocket dimension, but he can also say all they have are Knives of Shinyness and they're going for ten times the book price). You're supposed to get most of your Cool Stuff from delving, not from shops. |
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Re: [DF] - Party wealth disparity
Eh. Why not just have it be 'I buy your loot from you at 1.5x market price if you want to sell it'. That sounds very neighborly, even if he goes ahead and sells it for 2x market price and pockets the difference.
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It's not as big a deal as I originally thought, though. If I was playing in a DF game, I'd simply buy Wealth myself and be done with it. Hans |
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