| Post/Author/DateTime | Post |
|---|---|
| kjenks09-08-06, 07:34 PM | I'm starting a new character tomorrow -- one of the Fastplay characters in a Bright Lands mod -- and the character does not have enough gold to pay for standard lifestyle. The character also does not have enough Survival to make it a sure thing to live off the wild (with a take 10). Can I declare Standard lifestyle even if I don't have enough cash on hand to pay for it at the beginning of the mod? Presumably, I could sell equipment to pay for lifestyle expenses if we don't get any gold at all during the mod, so I wouldn't end up in debt, but I would have a negative total at one point on the first AR. |
| paigeoliver09-08-06, 09:57 PM | I always walk into my first AR not carrying anything other than my starting gold, a club and a sling, then I buy my starting equipment as soon as the adventure starts. That way I don't run into the "I don't have 12 gp" problem, and I never forget what I bought with my starting gold (a common problem). |
| kjenks09-08-06, 11:41 PM | That's a good idea, but some adventures just jump right into the action and there you are with a bag of gold -- which makes a lousy weapon and doesn't do much for AC. Unfortunately, that idea doesn't work at all for the Fastplay characters since they have already spent most of their gold. Does the LGCS say something about this? I couldn't find it. |
| Arvagor09-09-06, 12:03 AM | LGCS, page 14:Declare your upkeep to your DM before play begins. You must have enough gold to cover the adventure’s TU cost at the beginning of play, but the actual deduction of the gold occurs after play.(Emphasis mine.) If you don't have the gold, then you are considered to have selected lifestyle 'None' -- no free passes just because you're starting out... The only fastplay that doesn't have enough gold to pay the 1 TU lifestyle cost for a BoBS mod (remember, a fastplay PC is in-region when playing BoBS mods) is the Human (Flan) Druid, and he has a +7 to Survival checks which is a decent chance if you want to try living off the wild. Yeah, it sucks to be a starting level 1 PC, but there's no reason why any build can't reserve 12gp to start out in a regional intro mod -- yes, even a monk can be decently equipped (for a monk) and still have the gold. |
| GreatSiron09-09-06, 12:44 AM | Around here where I play, our DM's just automatically let you have your first AR free of upkeep. We just right AR 1 in the upkeep box, and nobody else says anything about it. Don't know how it's done in other places, but I've never had to pay upkeep on my first AR. |
| Arvagor09-09-06, 01:10 AM | Wow, free gold... I'm obviously playing in the wrong region... ;) |
| The_Jester09-11-06, 11:50 AM | I forgot to mention that to my GF when she started and had to go into minus gold (-2 IIRC) for 1st AR. It depends on your DM as the result is the same (you buy the extra equipment before or after and your final gold count is identical) and first level characters need all the help they can get. |
| pedr09-11-06, 11:56 AM | It's unfortunate for the monk who wants to play either a two-round regional or a core as his first adventure though! Having said that, given that there's no stipulated penalty for paying no upkeep, perhaps I've been foolish to pay on the first adventure, when not playing a diplomatic/charismatic character. What does it matter if the DM assigns your Cha 6 half-orc a -2 penalty for not having paid upkeep?! |
| kenobi6509-11-06, 12:02 PM | Having said that, given that there's no stipulated penalty for paying no upkeep, perhaps I've been foolish to pay on the first adventure, when not playing a diplomatic/charismatic character. What does it matter if the DM assigns your Cha 6 half-orc a -2 penalty for not having paid upkeep?! Well, there could be some other effects, even for a character on his first adventure. Granted, some of the "carryover" effects, such as healing ability damage, restocking arrows, refilling spell component pouches, are meaningless for that first adventure. But, upkeep also typically covers "normal living expenses" during the adventure (i.e., staying at an inn, meals, etc.). If you didn't pay upkeep, you would have to pay that "out of pocket" during the adventure. |
| Howie2309-11-06, 02:20 PM | Having said that, given that there's no stipulated penalty for paying no upkeep... Other than possible in-game penalties that you don't care about, there are also possible penalties such as ability damage carrying over into your next mod. If you want to risk it, that's your call, but it is a possibility, and I've seen it happen. David |
| pedr09-11-06, 02:49 PM | Other than possible in-game penalties that you don't care about, there are also possible penalties such as ability damage carrying over into your next mod. If you want to risk it, that's your call, but it is a possibility, and I've seen it happen. DavidRight, but at the start of my very first adventure, I don't have any ability damage, nor have I used any arrows or charges from my healing kit. So what benefit am I getting from my 12 to 24gp (or up to 48gp if it's a 2-round core!)? Now I have always thought this is a bit cheap - a bit cheesy really. But stopping to think about it, 12-24gp is a large chunk of the 120-240gp you start with. Until now my characters have always paid standard upkeep (or used favours which give it free). I might reconsider from time to time, though, and quite possibly for starting characters. |
| Howie2309-11-06, 08:33 PM | Right, but at the start of my very first adventure, I don't have any ability damage, nor have I used any arrows or charges from my healing kit. The upkeep you pay for AR1 heals ability damage incurred and replenishes mundane consumables used during your first mod, not previous mods. David |
| pedr09-11-06, 09:08 PM | Ah yes. So the monk who wants to start his adventuring career playing a two-round core (or even a two-round intro mod, such as the one my region has) is considerably short-on-luck. |
| paigeoliver09-12-06, 04:54 AM | Ah yes. So the monk who wants to start his adventuring career playing a two-round core (or even a two-round intro mod, such as the one my region has) is considerably short-on-luck. Just take NO-UPKEEP and make sure the cleric heals you at the end of the adventure. I have had to do that a few times for various money related reasons (every once in a while that 12, 24, or 48 GP matters big time). |