TU decision announced [Archive] - Wizards Community

Post/Author/DateTimePost
_metz_

08-29-07, 12:16 AM
http://www.wizards.com/default.asp?x=lg/lgcn/20070828a

The Living Greyhawk circle has an exciting announcement for all LivingGreyhawk players. Starting September 1, 2007, the circle has decidedthat all adventures going forward will cost 0 time units (TUs). So everycore, metaregional, regional, and interactive will cost your character 0TUs to play. Characters will still have to pay a standard lifestyle costfor each adventure played (unless they choose to live off the wild). Ifyou are playing in your home region or metaregion, the cost will be 12gold pieces per round. Everything else will be 24 gold pieces per round.The cost of rich or luxury lifestyle is 75 gold pieces a round. Each character will still have 52 TUs a year and must still take awaythe TU costs of metaorganizations, crafting, and any other expenditure that requires the player to use TUs. (Examples include using TUs to grant access to past items on adventure records, imprisonment costs, orretraining.)

In addition to allowing your character to play all they want, all year 6 core adventures, and adapted adventures, will be extended for playthrough the end of 2008. All characters have an option to forego leveling to 16th and to keep onplaying adventures until the campaign ends by receiving 0 gp and 0 XP each adventure. Sacrificing gold and XP this way allows the player to play until the storyline ends. The player does not have to create a new character in order to play. Once again a big thanks to all the Living Greyhawk players out there;the circle would like to thank everyone for their hard work and dedication these past seven years. We have an incredible story arc lined up to end the campaign along with all our regions tying up all terrific storylines that are sure not to be missed.



Great to hear.
clannagh

08-29-07, 12:26 AM
Good news indeed.

.. and retiring at 16 not 15 will please a lot of people.

It also means a character in RHOD can safely mix and match other mods in between becasue there is no need to borrow TU anymore.



One big question arises immediately however.

What about characters that are already out of TU's in 2007 ?? Can they start playing again ????
cycloptic_squirrel

08-29-07, 01:00 AM
hate to see the campaign go, but this is a good way to end it. Tally ho!
Greyson

08-29-07, 01:11 AM
What about characters that are already out of TU's in 2007? Can they start playing again?
Yes. Characters out of Time Units for Year Seven shall be able to play again on and after 1 September 2007, assuming they can pay Lifestyle costs, that is. Characters out of TUs shall not be able to craft or use TUs to redeem favors or pay TU related costs and AR benefits.
frupton

08-29-07, 01:36 AM
Hallelujah!

Major props to Circle for this one, making it possible for players to play as many mods and characters of their choice as possible, for the remainder of LG's days.

By the way, I note that the extension of Y6 mods into 2008 is specific to Cores and Adaptables. Do Triads have the authority to extend their Y6 mods as well, or will all regional and metaregional Y6 mods still be expiring at the end of this year?
Britt

08-29-07, 01:50 AM
By the way, I note that the extension of Y6 mods into 2008 is specific to Cores and Adaptables. Do Triads have the authority to extend their Y6 mods as well, or will all regional and metaregional Y6 mods still be expiring at the end of this year?
No, regionals and metaregionals still expire as normal.
frupton

08-29-07, 02:00 AM
No, regionals and metaregionals still expire as normal.

Britt, thanks for clarifying.

Still awesome news for the closeout of the campaign. Thanks in particular for making this effective Sept 1 instead of 1/1/08.

Looking forward to sending LG out with a bang.
solbergb

08-29-07, 02:00 AM
Very nice.

Better than I expected.

I'm more the kind to try to get several chars to retirement than keep playing with a level 15 but I understand the reason why they granted the zero xp/gp option.

I thought the keeping TU's for non-adventure activity is good too. Limits crafting, means imprisonment is a very severe penalty etc.

Very cool that the adaptables are extended too. I've been pretty good about keeping up with the cores myself, but I know lots of folks happy that the Y6 cores will be extended.

Now my sorceress can retrain her little heart out, and her only limit on adventures in the near term is not leveling out of Demonweb pits before she plays it. My primary char was nearing single digit TU's and will also be very happy. My RHOD char might also get some exta play this year, but she's got stiff competition from other chars in that level range I like to play too :)

I think the lifestyle thing is a typo though. Rich should be 50gp/round and luxury 100gp/round. They shouldn't be identical at 75gp, since they give different benefits.
Wraith235

08-29-07, 02:55 AM
I wish they had also done that with PrC Access as well
jstorrie

08-29-07, 04:37 AM
Nice. Frees up my RHOD guy.
chesspiece

08-29-07, 07:18 AM
Part 3 of Red Hand of Doom says it costs 9 TUs on the AR. For the purpose of upkeep gold, how many "rounds" does this count as?

- 1 round = 24GP (it's 1 AR, and the blurb doesn't refer to it as 2+ rounds for this chapter - I believe it works like this for access & Rewards Cards)
- 1/5 round = ~5GP (the entire module isn't referred to as 2+ rounds, so the whole thing is 1 round = 24GP)
- 4.5 rounds = 108GP (9TUs / 2TUs per round = 4.5 rounds, the XP & GP rewards are roughly based on this computation)
_metz_

08-29-07, 07:59 AM
The pattern is usually 1 TU = 1 round.

CORE adventures cost 2 TUS because you DOUBLE THE COSTS FOR NON REGIONAL ADVENTURES.

Therefore, as standard 1 round mods are 1 TU.

2 Round Mods are 2 TUs.

As core mods are from a different regions, they are twice the TUs, whilst remaining '1 round'. It's more of an issue of incorrect language, as 'round' has been treated as 'part' like 'two part core specials'

The best bet is to ignore the word 'rounds' and go by the TUs. That is the correct way of doing it.

Hence, at standard upkeep:

1 TU mod = 12 GP
2 TU mod = 24 GP
4 TU mod = 48 GP
9 TU mod = 108 GP

and so on.
Potato Weasel

08-29-07, 08:27 AM
I'm very, very happy with this decision, especially since cores will be staying alive from 2006-2008.

I still hope they allow more fiesta slots or whatever theyre called at cons, and, just cuz, I want a bunny girl. Certed.
The_Jester

08-29-07, 08:55 AM
Nice. Frees up my RHOD guy.

Well, it does specify "ore, metaregional, regional, and interactive" so adaptables STILL use TUs so you can only start to play RHoD if you have the TUs...
Madfox11

08-29-07, 09:16 AM
Well, it does specify "ore, metaregional, regional, and interactive" so adaptables STILL use TUs so you can only start to play RHoD if you have the TUs...

Quote from the article: "Starting September 1, 2007, the circle has decided that *all* adventures going forward will cost 0 time units (TUs). So..."

The list is not all inclusive, just a list of examples. In any event, adaptables are for all intents and purposes cores. As far as I know adaptables also cost 0 TU.

Pieter Sleijpen
RPGA LG Circle Member
The Splintered Suns
The_Jester

08-29-07, 09:20 AM
You heard it here first. RHoD has gone from 51 TUs to 0 TUs.
_metz_

08-29-07, 09:20 AM
Quote from the article: "Starting September 1, 2007, the circle has decided that *all* adventures going forward will cost 0 time units (TUs). So..."

The list is not all inclusive, just a list of examples. In any event, adaptables are for all intents and purposes cores. As far as I know adaptables also cost 0 TU.

Pieter Sleijpen
RPGA LG Circle Member
The Splintered Suns

Thats how I read it, good to get a circle response immediately though.
MichaelAhlf

08-29-07, 09:34 AM
Credit where credit is due: this is a good decision.

However, one thing I see that is a bit odd:

Characters will still have to pay a standard lifestyle costfor each adventure played (unless they choose to live off the wild). Ifyou are playing in your home region or metaregion, the cost will be 12gold pieces per round. Everything else will be 24 gold pieces per round.The cost of rich or luxury lifestyle is 75 gold pieces a round.
...
All characters have an option to forego leveling to 16th and to keep onplaying adventures until the campaign ends by receiving 0 gp and 0 XP each adventure.

Is "standard" upkeep free if you are taking the 0 GP / 0 XP hit? Or are we assuming that anyone who hits that spot has such a massive amount of cash on hand that scrolls, wands, potions, consumables, etc. are simply nothing they will bother with and that lifestyle cost will be negligible?

I understand the cutting down of GP (to avoid players having massively off-the-scale money). However, why not include a small pittance (say, 500 GP cap) per module to cover lifestyle choice and replenishing consumables?
chesspiece

08-29-07, 10:15 AM
Characters will still have to pay a standard lifestyle costfor each adventure played (unless they choose to live off the wild). Ifyou are playing in your home region or metaregion, the cost will be 12gold pieces per round. Everything else will be 24 gold pieces per round.The cost of rich or luxury lifestyle is 75 gold pieces a round.

The pattern is usually 1 TU = 1 round.
(snip)
Hence, at standard upkeep:

1 TU mod = 12 GP
2 TU mod = 24 GP
4 TU mod = 48 GP
9 TU mod = 108 GP

and so on.

I agree that this was the standard pattern. But the posted rules for after Sept 1st don't use "TUs" for upkeep, they only use "Rounds". So for ADPs (which often have high TUs/AR) we probably need an official definition of what a "Round" is before this comes into effect.
_metz_

08-29-07, 10:23 AM
From the LGCs:

Core adventures costs two TUs per round. Regional and Metaregional adventures cost one TU per round for in-region PCs and two TUs per round for out-of-region PCs. Adapted and Core Special adventures have varied TU costs.

Just use the TU cost. It's pretty clear that is the intent. If necessary ask Britt in the questions/answers thread.
Chris_L

08-29-07, 11:28 AM
Thanks;)
TimRat

08-29-07, 11:38 AM
ya the rest have answered the questions regarding cost of lifestyle and ya RHOD is 0 TUs as of sept 1 mind you.

one thing is though there may be an addition to this to discuss if you have 0 TUs already where its fine to start playing on sept 1 but what happens on things like imprisonment if you have no TUs. we'll post it on these boards when the decision is final which shoudl come in the next few days.

thanks

Tim S.
VTF Circle Member
Vamroc

08-29-07, 01:11 PM
Part 3 of Red Hand of Doom says it costs 9 TUs on the AR. For the purpose of upkeep gold, how many "rounds" does this count as?

- 1 round = 24GP (it's 1 AR, and the blurb doesn't refer to it as 2+ rounds for this chapter - I believe it works like this for access & Rewards Cards)
- 1/5 round = ~5GP (the entire module isn't referred to as 2+ rounds, so the whole thing is 1 round = 24GP)
- 4.5 rounds = 108GP (9TUs / 2TUs per round = 4.5 rounds, the XP & GP rewards are roughly based on this computation)

Do you know what one my favorite things about RHOD is ? It's being A Lord Dire Of Sterich and never having to pay standard up keep. Man it feels great writing a big fat 0 for my up keep cost. I don't how much GP that's saved me but I know it's a lot.
Genghis Cohen

08-29-07, 01:42 PM
Circle & RPGA,

Thanks!

Now all I need is to find out that an unknown 100 year old billionaire uncle passed away peacefully in his sleep and left me all of the loot. Then I can go on a 15 month con binge.
tuscaloosasteve

08-29-07, 04:50 PM
This is awesome! Thank you guys for listening to us when we made this request. Many of my new players are excited, it will end the new campaign on a high note rather than an "I Wish". We will even be doing more travel now!

Chris :) Thanks for taking action on my post so quickly and thanks to the circle for acting on it with such unilateral positivism! If you're going to Brewfest 2007 in Dyvers, I'll be happy to buy you a beer!

-Steve