22 thoughts on “So I don’t really like coins/purchases/treasure.”

  1. I have seen a lot of people try to create a wealth stat.  I dont realy have any on hand right now.  but the gist of it is a stat that goes from 0-whatever. with tiers of purchases.

    Usually they use a move like.

    When you make a purchase at your current level. Roll+ (anything, or unassisted) On a 10+ you get the item(s) On a 7-9 You may get the item but subtract 1 from your wealth stat, or get an item thats close, but not quite what you need.

  2. Hmmm can I downvote Corey’s comment? I just wasted 10 minutes looking for great rules at the 13th age SRD and found one 2×10 column of GP awards. I can only guess that is biased promotion. The first two comments from Eric and Shadi seemed very helpful.

  3. Joel Barnes sorry I just own the actual books and assumed the SRD would have the options as well. It has the optional no math system where loot is awarded per heal-up. So instead of being a dick you could have just asked me to explain what I was talking about instead of acting like I’m making shit up to piss you off.

  4. Loot per heal up. Roll a d20

    1-2 useless stuff, fake potions, etc

    3-4 one healing potion

    5-10 one higher tier healing potion

    11-15 two potions, oils, runes of pc’s choice from their tier.

    16-20 three potions, oils, runes from pc’s tier.

    Robs advice for when the adventure isn’t about money or you don’t want to deal with GP.

    Your welcome

  5. Jay Vee Hey man he  was being helpful! This guy is getting so much shit for some reason.

             I regularly input rules from other systems and they are regularly suggested here. Hell even this entire game is based off of a million other fantasy games and a game based on the apocalypse so I think transplanting rules and discussing it here is a totally alright thing to do. Chill out people.

  6. Alfred Rudzki

    What I don’t like is a flow of cash and gear that I have to monitor so that people don’t, say, have piles of the best items EVAR.

    Where Jobob the Fighter has a closet filled with magic items he can peruse before a battle, and so on.

  7. Okay, cool!

    In order!

    1) You really don’t have to monitor anyone’s gear! At all! Especially not to make sure they don’t have the best items ever. I mean, if they get good stuff, let them have it. It’s not your job as GM to curtail their cool stuff, or even to hand out loads of cool stuff. Seriously. Just populate your game with items that make sense, don’t worry about anything else.

    Not liking monitoring inventory, I understand and feel the same way. That said: I think DW has one of the most manageable inventory systems ever.

    I don’t know how much DW you’ve gotten to play, so I may be in the wrong here but: if you go ahead and play, it really isn’t a problem.

    2) Follow the Load rules and their effect on rolls. This is a pretty simple one, and it means the PCs can’t really roll around the land with an infinite cupboard of magic items (unless you give them an Infinite Cupboard I guess). I mean, if the Fighter wants to load up on cool items, that’s really not a problem, is it? At that point, it’s on the player.

    Also magic items can’t be bought, remember. There is literally no connection between cash and magic items. Not entirely your point, but remember this! In DW, magic items aren’t for sale! They’re found while spelunking, questing, or adventuring! So, there’s no way the Fighter is loading up on magic goodies unless you give them out!

    3) Loot and treasure does get pretty dramatic in DW. Most of the really good stuff has moves attached to it — this connects with [2] above about the non-issue of walking around with magic items. It’s not like D&D where you have a billion bonuses to measure. Whatever magic items they carry function are all unique! With stories behind them! And fictional effects outside of mechanics, if they’re any good!

    Now, none of this info may matter to you! That’s fine! It’s important for all of the ways DW approaches things like Load, Wealth, and Magical Item proliferation to get brought up, though. 

  8. William Timmins you could get creative with limited use magic items that you feel could benefit the party at different times or create cool story opportunities for them to riff off of without being overpowered due to the limited nature.

  9. Nah, you can show up in your starting gear at 10th level and just go crazy.

    I mean, unless you, as the GM, throw a monster at the players that their current equipment can’t affect. 

    If you want the players to start a new game with some neat stuff, this is why they invented love letters.

    “So, Wizard, you’ve brewed up some crazy stuff in that tower of yours. Pick the one item from the list you really want, and roll +INT. On a 10+, get it and 1 other item. On a 7-9, get it or 2 other items. On a 6-, it’s yours, but tell us the terrible thing you had to do to make it.

    – a staff of power

    – a shielding amulet

    – a bottomless flask of potion

    – a flying device

    – a tome of endless knowledge’

  10. The Cleric in my group is 9th level. He has less than 100 coins and owns 2 minor magic items. The Wizard possesses a couple of  major magic items which have drawbacks. All magic items have been treasures.

    The only time the party had significant wealth (a few hundred) they blew it on a party for the carouse bonus, the game’s purpose-built money sink. Weapon breakage has been on ongoing problem from lack of money at other times. And the world hasn’t a single place in which it’s possible to buy a magic item in any case.

    All of which is a long way of saying “it depends on your campaign”. There’s no reason higher level characters should have an particular wealth level, and no need to follow the D&D loot/treasure treadmill if you don’t want to.

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