Yora
2014-06-15, 05:57 AM
I am currently runnig a campaign of AS&SH (AD&D), and we're playing with a simplified Encumbrance syster (slots instead of weight) and XP for accomplishing goals instead of combat. Other than checking how much food and torches are left, we try to avoid any accounting that disrupts the game and slows things down.
Which leaves the issue of money.
There isn't really a lot to buy. Magic items are not for sale and characters can get the best armor by level 3. Prices for food are negible. The main thing to buy is potions.
It would be easy to not use money at all and instead let the players pick a few potions they like at the start of an adventure and deal with everythig else purely as loot. But combined with no XP for fighting, there wouldn't be any reason to explore and simply get in and out of a place as fast and quitely as possible. And what I want my players to deal with is the question whether to be cautious and keep things safe, or to take some more extra risk for additional reward. If the reward is XP, it's almost not a choice at all, since players always want maximum XP.
Another thing for which wealth matters is resources other than personal equipment. I want to encourage building strongholds or at least home bases, which are staffed by servants and guarded by troops. This would be a way to show how much wealth, influence, and reputation the characters have gained. It just doesn't seem appropriate that a champion of the domain and experienced leader of the people lives in a hut in a village.
In the next adventure, the group would benefit greatly from having one or two dozen horses packed with food, weapons, and other supplies, but that's not something they could just get for free.
Does anyone know of a system to track what things the character can buy with their wealth, but also allows them to sacrifice or lose much of their wealth if they spend too genrously? Something that dorsn't require counting coins?
Which leaves the issue of money.
There isn't really a lot to buy. Magic items are not for sale and characters can get the best armor by level 3. Prices for food are negible. The main thing to buy is potions.
It would be easy to not use money at all and instead let the players pick a few potions they like at the start of an adventure and deal with everythig else purely as loot. But combined with no XP for fighting, there wouldn't be any reason to explore and simply get in and out of a place as fast and quitely as possible. And what I want my players to deal with is the question whether to be cautious and keep things safe, or to take some more extra risk for additional reward. If the reward is XP, it's almost not a choice at all, since players always want maximum XP.
Another thing for which wealth matters is resources other than personal equipment. I want to encourage building strongholds or at least home bases, which are staffed by servants and guarded by troops. This would be a way to show how much wealth, influence, and reputation the characters have gained. It just doesn't seem appropriate that a champion of the domain and experienced leader of the people lives in a hut in a village.
In the next adventure, the group would benefit greatly from having one or two dozen horses packed with food, weapons, and other supplies, but that's not something they could just get for free.
Does anyone know of a system to track what things the character can buy with their wealth, but also allows them to sacrifice or lose much of their wealth if they spend too genrously? Something that dorsn't require counting coins?