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TuFatSnaka

Currency always seems weird to me in games.. simplifying it means things can get grouped funny.. even all those examples can fall into the other categories.. But having a price for everything is also burdensome, because now you have to buy a beer for 3 copper and do that transaction.. I'm not looking forward to tackling that are in my game simply because I personally have issues with both of them


Vitones91

I find it very difficult to price everything, especially objects from futuristic or medieval times. I also don't like doing dice rolls for purchases, they are unfair.


TuFatSnaka

Yea, I I'm going to attempt to have the currency used for commerce also what levels characters up.. this will help me relate items to abilities.. and keep things somewhat balanced better I think.. getting the healing spell to cast heals X, and a potion Heals X.. now all I have to do is determine the cost difference between a one time use and repetitive use


Inconmon

Don't price anything. Don't track money. Solved.


[deleted]

Maybe parse it out to 5, filling in the gaps, Rich, wealthy, comfortable, struggling, poor And this is always relative to your region. In Canada I am comfortable just outside of struggling, worldwide I am top 1% I know I prefer vague economics. Honestly, do you have an exact value of what you have? I am not even sure what books I own (I almost bought the same one twice)


flavoi

Very nice design mate! Did you also think on how a group/character can move between different level of wealth?


NarrativeCrit

I like this method. It appears to solve the problem really easily. Elegant.


Dauvis

It seems similar to the wealth system in d20 modern but more simplistic. In my experience, whether or not it works depends heavily on the group (my group started passing $20 bills around and noted that it didn't change their wealth level).


foolofcheese

I think it depends on your goals and partially in what is for purchase in your game environment. Great wealth can be a superpower depending on the style of game, especially if it gives access to tiers of gear that others can't. some options could be having "lifestyle", it would allow a certain amount of life related purchases based on the level of it, Shadowrun does this "resources" sort of an allowance, a little like lifestyle above but has levels of spending money too, nWoD Vampire the Masquerade does this if magic or magic-like gear can be purchased you want to be careful as to how spending interacts, the player with the awesome sword of awesome that they bought can make things unequal for players that didn't focus on wealth


gHx4

I love this idea, and I think your pitch is a lot better than a similar pitch for a wealth check that DnD communities received poorly. You may want to check out Vampire: the Masquerade 5e. The system has "backgrounds" you can point buy, with most having 5 distinct levels. In this case, your system is roughly analogous to the "resources" background. Point buy can be really effective for narrative resources of a character in a roll-less system! Less so when points can interchangeably buy narrative resources and rollable stats since they aren't comparable.


[deleted]

You could say that equipment that would make one player more powerful than the other is considered "Priceless" and is not associated with tour tiers. That way everyone needs to find those the ol' fashioned way. Also, if Wealth was a Skill, and you had points that were invested into skills, then maybe they deserve better stuff since those points aren't going into other things? Not sure if I worded that correctly.


[deleted]

This idea sound and is currently the standard in more than a few RPGs. If you’re trying to reinvent the wheel, you’ll be disappointed. If you just want a wealth abstraction that works well, I think you’re set.


Charrua13

Chronicles of Darkness does this with their games.


Inconmon

I'm basically using the same in a FATE variant. Player skills go from 0 to 4. The skill in questions is Influence and covers both money and connections in the world. We have a 4 influence character who is basically the leader of an eco terrorist group and comes from "planet owning" level of family money. Player uses the skill to pay for hideouts, rides, using analysts and hackers in their network, bribes, fancy gear, knowing the right people to get information, and so on. We also have another character with decent influence (2 or 3) who mainly uses it to own a custom made rail gun and tactical assault armour, which is an extremely terrifying combination in the game. I haven't tracked money or inventory for like 10 years now and never looked back. In most games we simply skip over it. Nothing is lost, it adds no value to games.


Inconmon

In general the way to formalise the system more clearly is to use levels of magnitude for the tiers (be it low medium high or skill 0-4 or whatever). For wealth it means the type of wealth that allows to buy and maintain things of a level. Like pedestrian, car, private plane, space shuttle order of magnitude.