| Post/Author/DateTime | Post |
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| #1cheomeshSep 02, 2009 4:04:29 | I decided to make an economic gap in my setting and to do this I did the following: Upper class people use the standard weath roll, representing loans, credit and available cash (etc). Lower class people use a direct currency economy, without the right to credit or loans. So I was monkying around with something to use for the poor classes. d20 Apoc introduces a nifty system for bartering, but that doesn't work with this setting either. I came up with this: The value of an item is based on what tier it falls into. An item with a DC of 1-7 multiplies the cost by 1. 8-15 is x15, 16-23 is x30, 24-31 is x45, and so on. Example: A penlight with DC3 is 3 credits. A leather jacket with DC10 is 150 credits. A Baretta 93R with DC18 is 540 credits, and so on. This is only a direct translation of random goods, and availability and vendor stance will affect it. Many expensive things might not even be publicly sold, which would make the price pretty much what the vendor asks for it. To determine starting credits, you roll 4d10x2 and add twice your wealth bonus due to profession. This is your budget for starting goods, and must be spent right away. Any leftover is wasted. After starting, you roll a d20 x your wealth bonus due to profession and count this as your starting cash. Cut this into 1/3 if your character is not currently employed. It's crude and not really develpoed yet, but I thought I'd bring it up. IN ALL LIKELY HOOD I WILL JUST ESTABLISH COSTS FOR ITEMS AND WORK UP A WAY FOR PLAYERS TO EARN INCOME BASED ON THEIR ACTIONS. What systems have you guys used instead of the standard? Also, why can I not use quote tags? M. |
| #2backstabbistSep 02, 2009 14:07:12 | Dont try to attrib the quote, use a plain Quote tag then manually add the attrib as the first line of quoted text (quote)
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| #3stplong1981Sep 02, 2009 14:13:25 | I never liked the wealth system, so I usually just assigned actual cash value to items, and gave players actual money.
But if you wanted to show a players position in society (upper, lower, middle classes etc) you could simply create a sort of cash cushion. Think of an overdraft feature in a bank account. The bank allows you to overdraft by 500 dollars, knowing you'll pay it back. So, depending on the characters position is society, you can alter their overdraft potential, thus giving them a higher spending limit. With the Wealth system, you could give them a bonus on the DC check, or with an actual paper money system, just an additional 500 credits they can overspend, and pay back later. |
| #4TheRealOrionSep 02, 2009 14:25:10 | The wrinkle in that class-based system, though, is that poor people have access to a great deal of credit these days. In fact, giving out credit like pez is part of what caused the current crisis. The NINJA loans were given to people who couldn't pay them back. Same with credit cards. Many lower-income people in the US (and elsewhere) have dozens of credit cards. The system is designed to get the poorest of us on the hook as early and as deeply as possible. It's not that they don't have access to credit. It's that they have to work like dogs for the rest of their lives and they'll still never pay off the interest. So in part, the question is: how real do you want your gaming economy to be? Should it replicate the obvious inequities of the current economic system, or should it re-present the fantasy of the "American dream" that we've just watched collapse and start leaking radiation? Your call. |
| #5backstabbistSep 02, 2009 15:09:52 | "the "American dream" that we've just watched collapse and start leaking radiation" oh SNAP!!! Nice allusion on that one. |
| #6cheomeshSep 02, 2009 19:47:59 | I decided I'd go with the wealth system anyways, and just start "low class" players at less than full starting bonus. A good deal of "expensive" stuff can't be bought down there anyways.
Good point on the crack-addiction that is credit cards. I actually made the poor not have them simply because of the crysis we have now; essentially, there's a social aversion to issuing credit to the poor -- you might never get your money back. Also, there are no private companies, only a single public one: the government. M. |
| #7TheRealOrionSep 02, 2009 20:10:10 | No reason to punish the poor just for being poor though, right? A lower-paying Occupation already has its Wealth "penalty" built in. That's like saying you get a -2 to hit because your Strength is below 8, in addition to your ability penalty. |
| #8cheomeshSep 02, 2009 23:12:21 | True. 2d4 + wealth should be good enough for starting out. I have room for richer characters, too. M. |
| #9RagitsuSep 02, 2009 23:40:48 | So, will we have the briefcase problem under these alternate rules? |
| #10backstabbistSep 03, 2009 0:05:14 | Not if we nuke the Briefcase Homeworld. |
| #11cheomeshSep 03, 2009 0:31:01 | What's this briefcase problem? M. |
| #12narukagamiSep 03, 2009 1:00:33 | I posted this in the "whats broken" thread:
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| #13backstabbistSep 03, 2009 1:14:50 | The Briefcase Problem is what happens when characters find/get a briefcase full of money. +1Wealth doent equal +1Wealth: +1Wealth is both $50 and $5000: |
| #14DwarfFighterSep 03, 2009 2:28:18 | The Briefcase Reward really isn't a problem. I use it all the time in my campaign. There are two tricks to this: 1) Set a reasonable purchase DC that represents the value of the reward. The PCs can "sell" their reward for a Wealth bonus increase. 2) You need a way to deal with how splitting cash affects the purchase DC. I'm a fan of the "double quantity means a +2 modifier" principle. Let's say three PCs capture the Briefcase. The Briefcase has a purchase DC of 20. Split three ways, the GM rules that each share is worth an effective purchase DC 17 (two shares is 18 each, four shares is 16 each following the x2 is +2 principle). The destitute character with Wealth bonus +1 sells his share, increasing his Wealth bonus by +2d6+1. The middle-class character with Wealth bonus +15 gets a +2 increase. The filthy rich aristocrat with Wealth bonus +30 gets a +1 increase. -DF |
| #15RagitsuSep 03, 2009 3:13:54 | +1Wealth is both $50 and $5000: In this case, it might be the Mushroom Problem. |
| #16cheomeshSep 03, 2009 6:27:20 | Thanks for filling me in. This is a problem, as my characters are currently not going to be "employees" anywhere (because it impedes adventure!), and will rely on "briefcases of money" to keep their adventures going. M. |
| #17backstabbistSep 03, 2009 9:37:29 |
Do that Split & Sell again, but start with a PDC18 case of money (4way split pdc14): Do that Split & Sell once more, but start with a PDC27 case of money (4way split pdc23): |
| #18RagitsuSep 03, 2009 9:46:58 | You are an evil evil man |
| #19cheomeshSep 03, 2009 16:08:24 | How is 18 split 4 ways to equal 14? M. |
| #20conduitSep 03, 2009 16:39:31 |
Last I checked, you can't gain or lose 3d6 wealth from any kind of purchase. The maximum is 2d6, from something 16 points or more greater than the wealth bonus. 11-15 points higher than the wealth bonus is 1d6. In the first example, poorman would gain 1d6. In the second example, poorman would gain 2d6+1. If he rolls as high as he can, he'd have 7 and 14 wealth, respectively. The average result would put him at 4-5 and 9 wealth, respectively.
According to the core rulebook, purchase DC 18 is equivalent to $1200. 1200/4 = 300. $300 would be either 13 (equivalent to $275) or 14 (equivalent to $350). |
| #21trappedsliderSep 03, 2009 18:00:13 |
unless he took the heir occupation....then it would be 10 |
| #22cheomeshSep 03, 2009 20:47:01 | Wealth rolls are wonderfully crap. M. |
| #23RagitsuSep 04, 2009 0:38:17 | How much Wealth is needed to own a small nation? |
| #24backstabbistSep 04, 2009 1:58:14 | "How much Wealth is needed to own a small nation?" The same Wealth score that it takes to buy a Glock a day for a couple months |
| #25RagitsuSep 04, 2009 2:02:12 |
Either way, you're getting an explosion, so I don't think it matters much |
| #26cheomeshSep 04, 2009 3:23:07 | So do we really have any alternatives? Like, at all? Or even a good starting point? M. |
| #27backstabbistSep 04, 2009 10:14:23 | Just use cash. If the players want to get credit for their chars Seems guys that all 8hr a day they are allowed to do stuff is spent Adventuring (or Healing)
We need to buld this boat to get off this island before we starve, |
| #28conduitSep 04, 2009 11:22:48 |
A bit of a nitpick here, but D20 Modern Crafting rules allow you to work 12 hours a day without any penalty. You can work more than that if you're willing to risk becoming fatigued. |
| #29cheomeshSep 04, 2009 12:04:53 | Alright, assuming I'm using cash, I can make up some fair prices. But how much would a starting character get in money? As in, how would one translate wealth score + roll over into a reasonable amount of beginning cash?
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| #30xvgreymanvxDec 26, 2009 17:31:16 | I am new to the MD20 system, but I don't like the wealth system anymore than anyone else. I plan to use the Wealth system as a form of credit score, for use only on large purchases and to cover the fluff of rent/morgage/car payments etc. This is to simulate getting a loan and the effect a large loan has of your RL credit score (dropping it). This limit the amount of big/expensive items a character can get. For actual purchases of equipment and items such as clothing, weapons, etc. I plan to use actual cash values based on real life prices. For the Profession Skill I plan to use a modified version of the typical rofession checks of D&D and SW: Profession Skill Check: You can practice your profession and make your check result (x15+ranks in profession) in dollars. This is a dedicated week of work. (I am considering adjusting this based on starting occupations as well. With my player base this won't be a problem, they aren't familiar with any d20.) Retry: Cannot be retried. You are stuck with the total of your roll. Special: You may take 10 but you may not take 20. Having 5 or more ranks in a specific Profession may provide you a +2 synergy bonus on related skill checks. For example, a character with 5 or more ranks in Profession (computer programmer) could get a +2 synergy to Computer Use check in certain situations. Time: When you are using Profession to make a living, the check requires a week of dedicated work. A check to accomplish a specific task is usually a full-round action. With 4 ranks in a Profession, you gain your check result (say 15) times 15+4 (your ranks) = money gained. 15 x 19 = 215 dollars that week. Most people, especially fresh out of high school, make about this at minimum wage. With adjustments based on occupation, (and a friendly dose of RPing, not metagaming) this system should work well. Chances are most characters will be given or issued some forms of equipment (firearms, false ID, armor, etc.) by any organization they work for, such as Department-7. This is just the start of my tweaking, I welcome any ideas and criticisms. |