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Wealth Stat
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garhkal
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PostPosted: Sat May 18, 2013 2:43 pm    Post subject: Reply with quote

I'd rather see it raised by in game activities, not just coming in and pushing cash into it.
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Raven Redstar
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PostPosted: Sat May 18, 2013 6:17 pm    Post subject: Reply with quote

Wouldn't you consider taking in game credits and investing them an 'in game activity'?
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garhkal
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PostPosted: Sun May 19, 2013 3:11 pm    Post subject: Reply with quote

Depends on what they are doing with it.. but just having credits won't be enough.
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DougRed4
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PostPosted: Mon May 20, 2013 5:09 pm    Post subject: Reply with quote

I kind of like this, but I still wonder how one could use, say, Bargain with it.

So has anyone actually used any kind of Wealth stat in their game?
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Raven Redstar
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PostPosted: Mon May 20, 2013 5:18 pm    Post subject: Reply with quote

Bargain changes the price I think by up to 30% which could lower the difficulty of the wealth roll, depending on if you hit a new bracket.

So, probably best case scenario, you're looking at maybe 3 points off the difficulty number, if you use the table I posted.
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CRMcNeill
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PostPosted: Tue May 21, 2013 12:08 am    Post subject: Reply with quote

Personally, I'm interested in seeing how a Wealth Stat would be reduced by repeated use. After all, the more times you use it, the more money you have going out, and the less money you have available to use the next time around. Thoughts on that?
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Esoomian
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PostPosted: Tue May 21, 2013 12:20 am    Post subject: Reply with quote

From memory the WoD resources stat allows you to purchase anything with a value under your resources stat as many times as you like as it assumes the value of a resources stat increases logarithmically.

Purchasing something equal to the value of your resources stat decreases your resources stat by one temporarily and purchasing above your resources stat is not possible. That said the resources stat actually assumes you have an income rather than just having a finite (but potentially large) pile of cash.

Now I think about it there was a wealth stat as well but I think that was more complex…

Here are some rules I found handy when adapting a home game: http://wiki.white-wolf.com/exalted/index.php?title=Economic_Dramatic_Rules

The rules around purses seem to fit fairly well.
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CRMcNeill
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PostPosted: Tue May 21, 2013 12:35 am    Post subject: Reply with quote

If making up a rule for the D6 system, shouldn't there be a distinction between a stat and a value or level? When I think Stat, I think in terms of Wealth having a D6 rating rather than a static value.
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DougRed4
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PostPosted: Tue May 21, 2013 1:35 pm    Post subject: Reply with quote

That's what I have been thinking as well (a D6 rating). One could have it go down a pip each significant use, but that might be too much.

Perhaps it only goes down on failures?
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CRMcNeill
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PostPosted: Tue May 21, 2013 3:36 pm    Post subject: Reply with quote

DougRed4 wrote:
That's what I have been thinking as well (a D6 rating). One could have it go down a pip each significant use, but that might be too much.

Perhaps it only goes down on failures?


But Wealth tends to be a static amount, not something that fluctuates every time you use it like an attribute. Any fluctuations in the relative value of your bank account will be based on economic factors that vary from planet to planet as you travel.
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Darth_Hilarious
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PostPosted: Tue May 21, 2013 6:34 pm    Post subject: Reply with quote

I have used a characters back story to help establish a sort of wealth stat that factored in things like, how a character was seen in a variety of ways. These included things like public standing, reputation, family associations, political or business allies, credit rating. things like that can really determine if a character can take out a loan to purchase a new ship or to pay for upgrades on a "Line of Credit". And it is really flexible too. You can modify it by a nearly unlimited amount of factors including whether or not the character has a bounty posted on them, criminal history etcetera.
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Tupteq
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PostPosted: Wed May 22, 2013 8:31 am    Post subject: Reply with quote

A simple solution to reflect expenses in Wealth stat (taken from Polish RPG named Wolsung) is to lower it temporarily (e.g. -1D) after a "demanding" purchase (e.g. beating difficulty only by few points) or after unsuccessful Wealth roll.

Also, Wealth could be raised temporarily (+1D-2D after a surplus income), so PC can afford to buy something beyond his usual scope.

Changed Wealth would strive to the nominal value at rate of 1D at the beginning of each gaming session (or adventure).
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DougRed4
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PostPosted: Wed May 22, 2013 2:59 pm    Post subject: Reply with quote

Perhaps more of a static value that hardly ever changes (except when important story factors cause it to do so) might be the way to go.

Still not sure how to tie that in with Bargain, though.
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CRMcNeill
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PostPosted: Wed May 22, 2013 3:32 pm    Post subject: Reply with quote

DougRed4 wrote:
Perhaps more of a static value that hardly ever changes (except when important story factors cause it to do so) might be the way to go.

Still not sure how to tie that in with Bargain, though.


There is an optional rule in D6 Space that works well here. In the back of the book, there is a chapter called Die Code Simplification. In essence, when die codes start getting too high (above 5D in the chapter), you convert some of the dice into static numbers (+7 for every 2D, +4 for every additional 1D, then add pips as normal), add that static number to the 5D you rolled.

Another suggested option (and one that works better here) is to convert all the dice except the Wild Die to static values (using the same conversion numbers as above), so that if a character had a Wealth stat of 5D, you would roll 1D, then add 14 to that result.

When combined with these rules, Bargain rolls would modify the basic Difficulty level against which the Wealth Stat is being rolled, but likely by a much smaller value than a full difficulty level.
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Raven Redstar
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PostPosted: Wed May 22, 2013 7:56 pm    Post subject: Reply with quote

Let us not forget the classic difficulty modifiers from Star Wars.

You could in essence, give a player a penalty based on the difficulty that he or she has already achieved. So if a player managed to roll a 35 and get himself 300k, if he tries to make another purchase or your could rule a major purchase during that adventure, he rolls at a -35 to his roll.
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