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#1 |
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Banned
Join Date: Feb 2005
Location: https://t.me/pump_upp
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Not a list of treasure items but ways to reward players in a longer campaign. Things like animal companions for the scout. Patents of nobility with a fife attached for the knight. Social rank in the wizard's or thieves guild. Special divine or arcane powers that can only be "unlocked" by using character points earned during play.
Just a bunch of cool stuff instead of players pushing their stats and skills ever and ever upward. And a chapter of cool magic doodads wouldn't go amiss, neither. |
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#2 |
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Join Date: Aug 2004
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Problem with treasure is you have to buy wealth to keep it. ;)
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#3 | |
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Join Date: May 2006
Location: Denmark
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#4 |
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Join Date: Aug 2004
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I'd be surprised if anyone does actually enforce this, but going by the example of acquired advantages in 3rd edition, where platic surgery to improve appearance takes in game cash and time PLUS points - as positive gains must be paid for - the benefits of large amounts of cash require the wealth advantage being purchased.
Silly IMHO. If it was up to me I'd have done it like this: Wealth is broken down to three categories. 1) Starting money. 2) Outside Income. 3) Game earned. Starting money is set by GM or game world book. Points may be spent to increase this, but they go bye bye forever if they are. You can start out with less than that and gain back points. Outside income is out of game money or monies that come to the character on a regular basis. By default it's a stipend without restrictions. If you want to have a job you have to account for it in play. This reduces the cost in proportion to the hindrance the character gets from it. Game Earned money is earned by virtue of being acquired in game through player actions (or percieved actions). The GM sets the limit by putting out so much to be acquired. No point cost for this money. Ever.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#5 |
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Join Date: May 2006
Location: Denmark
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Aye. If the GM let's the PCs uncover a dragon's horde worth 20.000$ for each member this is to me the same as him saying 'I award you 20 cp each for this adventure - only you have to invest it in wealth.'
imo, It's up to the GM to balance these kind of rewards (including magical items and such as well) in pace with how fast he wants the group to progress in conjunction with their non-pre-assigned cp progression, not for the PCs to have to pay for it. |
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#6 |
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Join Date: Aug 2004
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See, for a Dungeon Fantasy style game, the Job and Wealth section of Gurps needs to be tossed.
These games arent deep. Your not a functional member of society who happens to have an adventure or two every few months, and live in your house in between. Your JOB is to go into dark, scary places, kill things, and take their stuff. Its high risk, but it has high reward. Its SO high risk, you cant even narrow down your job to one job roll. Nooo, you have to do 70-80 rolls, with all kinds of target numbers, to get paid. You cant attach a wealth level to it either. Its freelance and all over the board. But just as I wouldnt charge points for living long enough to reap the spoils of your dungeon crawl, no fair getting points for being homeless, living out of your backpack, and squatting in a neighborhood that makes the worst parts of Baghdad look tame and homey in comparison. Dungeon Fantasy characters (and several other kinds of adventurer too) dont have a Wealth advantage/disadvantage category, much less a rating in that category. They just have cash money and some equipment, and work within those limits. They need more income? Time to find another Dungeon. Any other source of income, and your not playing the kind of game that D&D and Dungeon Fantasy (and Munchkin, and Hackmaster...) really talks about. Your playing something more typically GURPS.
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My GURPS stuff |
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#7 | |
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Join Date: Jan 2006
Location: Finland
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The chars would of course need higher status to get the cooller quests. Or something like that.. And of course you need status to have a castle of your own with hired guards etc.. So once you got more stuff than you can carry you'd want to get status.. |
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#8 | |
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Join Date: Sep 2004
Location: Canada
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This, I think, is a brilliant solution and means you can totally ignore the effect of found wealth on the characters wealth level. STATUS, otoh, is not one of the approved advantages, according to DF 1. Everyone has a weekly "cost of living" of a flat $150 per week, but DF2 has rules for players who want to live in the gutter or under a bush to save cash, and of course Addictions and compulsive behaviors and etc increase cost of living.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 01-28-2008 at 09:54 AM. |
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#9 | |
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Join Date: May 2006
Location: Denmark
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#10 | |
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Join Date: Jul 2006
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