04-04-2018, 05:18 PM | #1 |
Join Date: Dec 2012
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Looking for good House Rule on Wealth
I both like and dislike the way the wealth rules work in GURPS. I like that it is somewhat abstract and tries to model something more than just "how much stuff you start with". That said, it definitely runs into problems, especially when paired with the realistic supplements like Low-Tech and Loadouts: Low-Tech. Basically, it becomes impossible to purchase realistic amounts of armor and weaponry that ancient common citizens would have without them also having unreasonable amounts of wealth. This is especially bad when using the optional realism 80%/20% rule that limits how much you can spend on adventuring equipment if you have a settled lifestyle.
For instance, a Camillan Hastatus minimum armor required, according to Loadouts: Low-Tech, $1560 for the bronze helmet, scutum, caligae, and short sword (or $1200 if you went with a spear instead of a short sword). Now, even if you are allowed to use all of your wealth on gear, this is more than comfortable wealth at TL2 and the Hastatus is supposed to be Status-1 (which I think is historically incorrect for the Camillan period, I think status 0 is probably more appropriate because they had to own some land, but that is still only Average wealth by default). If you are going to implement the 80%/20% rule, to cover the $1560 (before any other gear) you would need 10.4x the basic starting wealth of TL2, so you would need to be Filthy Rich unless you had partial wealth levels. That seems a bit much for the least well equipped class, and this does not even include optional gear like pectorales and the one shin greave. The Camillan Principe is even worse. I am not sure how to handle this in an elegant wealth rule system. Ideally I would like: -to be able to separate the wealth you have to support your settled lifestyle (which needs to come with perks such as giving status at breakpoints, making Cost of Living less than living "on the road", etc.) -a stat that indicates your default earning potential because of your resources (which the current Wealth advantage seems to have in mind) -a separate stat that fairly prices starting equipment that one might have above and beyond normal -Some way of appropriately handling itinerant heroes who don't have a home but may have armor, mounts, and even servants or squires of various costs. Thoughts? |
04-04-2018, 05:37 PM | #2 |
Join Date: Oct 2011
Location: Denmark
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Re: Looking for good House Rule on Wealth
My group ignore it. Mostly due to me as I really don't like how the wealth mechanic works in GURPs.
As for starting equipment and other wealth/property you basically have what makes sense to your character. Everyone have zero points in Wealth and may not lower it. We usually tie some sort of income to duty which is slightly modified to be hours dedicated to maintaining your duty instead of the check to see if youre available to go on adventure. This can be a job or obligation to your family or anything else that makes sense to the character. |
04-04-2018, 06:52 PM | #3 |
Join Date: Aug 2004
Location: Nashville, TN
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Re: Looking for good House Rule on Wealth
I posted this to the forums 11 years ago. It may suit you.
I've had some trouble reconciling the following things in GURPS with regard to starting wealth and equipment: 1) Signature gear is awfully good deal compared to low levels of wealth, and no good at all compared to high ones. 2) Trading points for cash is pretty unsatisfactory, and always gives a lesser value than signature gear. . . and signature gear has cinematic plot protection! 3) The offhand comment in Basic about characters usually having access to only 20% of their by-the-book wealth for gear is widely ignored, due to the comment that follows which says that characters with an unsettled lifestyle can have all of it. So, this is a house rule proposal to address these things. If you don't have a problem with those things, you probably won't like the house rule! My assumptions: 1) Trading points for cash at character creation should give more starting money than buying an equivalent amount of wealth, because wealth has ongoing benefits. 2) Trading points for cash should at least be comparable to signature gear, because signature gear has plot protection. Wealthy characters should benefit more from points for cash than average or poor ones. 3) Both signature gear and points for cash should be viable alternatives to high levels of wealth at any point level. Here's the basic idea: 1) Characters may *not* declare themselves to be "living an unsettled lifestyle" and get 100% of their starting wealth. (These character concepts can take a lower wealth level and trade points for cash at start-up). The 20% figure is absolute! The other 80% is what grants the ongoing benefits of wealth: increased earning at jobs, shorter working week, free status, and a higher wealth multiplier. 2) Points may be traded for cash at character creation. The amount of cash that a given number of points gives is based on the wealth formula(see below), which follows the same exponential progression that wealth itself does. Points for cash *are* modified by wealth level, and characters can buy both. Points for cash gives 100% of what the equivalent number of points gives in wealth. 3) Signature gear works just like points for cash, but it is not modified by wealth level. (Wealthy characters are better off paying points for cash than getting signature gear). Signature gear gives 200% of what the equivalent number of points gives in wealth, or twice what points for cash does. Each item of signature gear is a separate purchase. Warning! Math Zone ahead! The GURPS wealth table, page 25, uses an exponential formula to derive the wealth multiplier. Not all the values fall directly in line, but this is a good approximation for how much wealth a certain point total is supposed to provide. The formula is: 10 to the power of (points in wealth/ 25). Here's a comparison of the formula-driven values and the given values for a particular wealth level (WealthX is the by-the-book value for wealth multiplier and Formula is the value derived from the formula above). Code:
Wealth Level Points WealthX Formula Dead Broke -25 0 0.10 Poor -15 0.2 0.25 Struggling -10 0.5 0.40 Average 0 1 1.00 Comfortable 10 2 2.51 Wealthy 20 5 6.31 Very Wealthy 30 20 15.85 Filthy Rich 50 100 100.00 Multimillionaire I 75 1000 1000.00 Multimillionaire II 100 10000 10000.00 (10^(pts/25) - 1) * Campaign starting wealth. These values have been rounded to a convenient dollar amount. Code:
Points for Cash TL/3 pts $ pts $ pts $ pts $ pts $ 1 100 6 750 11 1750 16 3400 25 9K 2 200 7 900 12 2000 17 3800 30 15K 3 300 8 1050 13 2300 18 4250 35 24K 4 450 9 1300 14 2650 19 4750 50 100K 5 600 10 1500 15 3000 20 5300 100 10M Code:
Signature Gear TL/3 pts $ pts $ pts $ pts $ pts $ 1 200 6 1500 11 3500 16 6800 25 18K 2 400 7 1800 12 4000 17 7600 30 30K 3 600 8 2100 13 4600 18 8500 35 48K 4 900 9 2600 14 5300 19 9500 50 200K 5 1200 10 3000 15 6000 20 10300 100 20M John Plain has zero points in wealth. He starts with $200 in adventuring gear and Average Wealth. He has the necessary assets to work an ordinary job, and earns income in the game at the usual rate for regular working hours. John Poor takes the Struggling disadvantage, but puts those 10 points into points for cash. He starts with $100 in adventuring gear and his points for cash give him another $750 (1500 * 0.5). He lacks the tools, memberships, or contacts to earn much at a job, but he has about four times as much adventuring gear as John Plain. This would work well as a typical adventurer's build. Malachi Arundel is wealthy (20 points) and has a lot of stuff. He starts with $1000 in gear for his wealth and takes 5 points in points for cash which give him another $3000 ($600 * 5). Corwin Bearclaw is an adventurer with standard wealth. He a fine thrusting broadsword worth $2400. This will cost him 9 points as signature gear.
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04-04-2018, 07:05 PM | #4 |
Join Date: Aug 2004
Location: Nashville, TN
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Re: Looking for good House Rule on Wealth
So, at TL 2 with starting wealth $750, $150 of which can go towards gear, you would need 12 points put towards points for cash under this house rule. That would give you an additional $750*(10^(12/25)-1)=$1515 to spend for a total budget of $1665. (11 points doesn't quite get you there).
For your players, you would want to make a table for TL2 like the one I made for TL 3 using the formula. Only one of my players is a math person but they all get the system and like having the ability to have a large budget for stuff without having to play a wealthy character.
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
04-04-2018, 07:11 PM | #5 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Looking for good House Rule on Wealth
Don't forget that weapons can be purchased as cheap weapons, thereby lowering their cost of procurement.
Also, you may want to use other game systems for their economics than GURPS. I use to use CHIVALRY & SORCERY before I finally settled upon HARN WORLD. These days, I use GURPS for the role-playing rules, and both HARN WORLD & HARN MANOR for prices and job incomes. HARN MANOR handles not only the income for Knights, but also that of landed mobility as well as incomes for peasants and Freeman farmers and/or craftsmen. Yields for crops such as barley, oats, rye, wheat etc, are reasonably accurate as far as how many bushels of seed are required for planting per acre, as well as how much one can expect to harvest in a single growing season (per medieval England's timeperiod). One benefit of HARN for me is that income for characters is tightly linked with how much land ANY character holds. From the general 15 acres for serfs (can be as little as 5 acres) to as many as 60 acres for a yeoman - to as many as 1200 to 2400 acres held by a knight, to as many as 30 knight's holdings for a Baron. That's just me though. ;) Also, if it helps? For tech levels greater than TL 3, I make cost of living equal 85% wage incomes for the given wealth levels. That GURPS used the same monthly cost of living across the the history of time strikes me as a bit unreasonable. ;) |
04-04-2018, 08:49 PM | #6 | |
Join Date: Dec 2007
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Re: Looking for good House Rule on Wealth
Quote:
But of course that's so much more work than I'm prepared to on boring stuff without getting paid for it than I'm willing to do. |
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04-04-2018, 09:08 PM | #7 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Looking for good House Rule on Wealth
Quote:
For example, your Hastatus character could reasonably claim that their arms and armor should be provided as part of the 80% "settled living" cost. The limitations on this would be a) if they wanted something notably better (either in armor quality or styling), that wouldn't be covered, b) if they tried to sell it, they'd get a lot of social opprobrium heaped on them (a soldier selling the stuff that made him capable of fighting for Rome?! Scandalous!). Also, remember that different characters will have different things provided by their status. That Hastatus gets their arms and armor, but probably doesn't have a residence in Rome itself, whereas a Status -1 urban pleb doesn't get the weapons, but does get a flat as part of their 80%. |
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04-05-2018, 06:06 AM | #8 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Looking for good House Rule on Wealth
Have you checked out "Abstract Wealth" from Pyramid #3/44? It basically turns Wealth into an attribute that you roll against to make purchases.
I have used the system in one campaign, though I combined it with standard Wealth. Every character got 20% of their starting Wealth as equipment/cash, and the Abstract Wealth rules were used to handle the other 80%. This was a TL6 game, and it worked out really nicely. PCs could choose whether to pay for things out of pocket (using "cash on hand") or using Abstract Wealth. I would use this system again for any game in which I want the characters to have remotely realistic financial situations (so not DF) without having to deal with boring bookkeeping. |
04-05-2018, 07:45 AM | #9 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Looking for good House Rule on Wealth
Armor isn't Cheap. Never was. Hastari aren't so much poor as young and not yet established. The militia class of Rome was reasonably wealthy before the wars that built the republic bankrupted them. After that point the grear should be bought with the 80%, not the 20%.
The period you speak of is iron age. No need to mess with bronze. This doesn't solve all your problems, but it does make them a lot more manageable.
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04-05-2018, 01:26 PM | #10 |
Join Date: Jan 2017
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Re: Looking for good House Rule on Wealth
I think the easiest thing to do is just rule that one set of armor and one melee weapon is 'standard issue' for all military personnel. Anything beyond that costs money for the character.
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