invokethehojo
First Post
I'm going around some of the 4e rules and running a pirate campaign in a low magic world (meaning the quest for endless gold to buy more magic items isn't a primary goal in life) and I want to streamline the money system so it's not about tracking how many coins you have, but more about whether your flush or broke and have access to the things you want when you can afford them. I've done some pirate research and it seems like they were constantly shifting from having more money then they could spend to having next to nothing, which I love, but a regular monetary system of gold coins just seems too detail oriented for this kind thing.
I want a looser system that is easier to deal with, the closest thing I can think of is d20 moderns wealth bonus system. It has the basic feel I want, but it has a couple flaws I cannot get around.
1) if you have a wealth bonus of 5, and your partner has a wealth bonus of 10, and you guys get a reward of 4 wealth bonus for a mission and split it equally, it makes no sense. the dude with more money gets more money, and the dude with less money gets less money. It's not proportional
2) It says that you can buy items of your wealth bonus or lower basically for free, but if you buy something of your wealth bonus or higher it lowers your wealth bonus. This creates a metagame scenario I really dislike: buy all the cheaper things you want first for free, then buy the more expensive thing and be broke.
Any body got any ideas on a free form type monetary system that is easy to use but doesn't create it's own wierd set of problems? so far I've just been telling the characters they are flush or broke or in between and judging how much they buying power they have on the fly. It's worked so far, but I'm afraid I need something a little more concrete going forward.
I want a looser system that is easier to deal with, the closest thing I can think of is d20 moderns wealth bonus system. It has the basic feel I want, but it has a couple flaws I cannot get around.
1) if you have a wealth bonus of 5, and your partner has a wealth bonus of 10, and you guys get a reward of 4 wealth bonus for a mission and split it equally, it makes no sense. the dude with more money gets more money, and the dude with less money gets less money. It's not proportional
2) It says that you can buy items of your wealth bonus or lower basically for free, but if you buy something of your wealth bonus or higher it lowers your wealth bonus. This creates a metagame scenario I really dislike: buy all the cheaper things you want first for free, then buy the more expensive thing and be broke.
Any body got any ideas on a free form type monetary system that is easy to use but doesn't create it's own wierd set of problems? so far I've just been telling the characters they are flush or broke or in between and judging how much they buying power they have on the fly. It's worked so far, but I'm afraid I need something a little more concrete going forward.