Feng Shui Wealth levels?
From: Sensei Posted on: 11/23/2003 2:34 pm
To: ALL
Message: 308.1
Just out of curiosity, how do you guys handle wealth in the game? According to the rules, "rich" archetypes can pretty much get ahold of anything they need, cuz they've got the yen for it.

But it seems like as soon as one Rich wealth level PC joins the group, it's irrelevent that nobody else is rich. I mean, the rich guy can supply every other PC with anything they need.

Perhaps in your campaigns this isn't a consideration, but I find it peculiar to have wealth levels at all if even one PC is 'rich'. Does anyone use some sort of generic Difficulty scale to see if items are available to rich folk? I'm sure weapons and equipment would be a snap for a rich character, but what about buying a yacht with a bathesphere? Can they get one of these on the spur of the moment just because they're rich? How rich does one need to be to find a bathephere-ready yacht for sale within 3 hours?

So, does everyone just wing it, or do you allow anything at all to be available to rich PCs, or what?

Curiously,
- C

From: dsprag Posted on: 11/23/2003 11:17 pm
To: Sensei
Message: 308.2
in reply to: 308.1
In my games nobody's needed a yacht or anything like that, but I do use wealth levels to determine what vehicles, if any, characters start out with. In Golden Comeback's listing of vehicles each vehicle is given a corresponding wealth level. So, I usually run it like this:

Poor - 1 vehicle of your wealth level.
Working Stiff - 2 vehicles of your wealth level or lower.
Rich - 3 vehicles of any wealth level.

From: Queex Posted on: 11/24/2003 5:17 am
To: dsprag
Message: 308.3
in reply to: 308.2
I tend to wing it. Anything really bizarre probably needs an appropriate contacts skill check to find.

You could make it so that wealth levels can change. If a character is continually using their wealth to fund the party, you could warn them that they're starting to run low on funds, and risk becoming a working stiff. Similarly, if a character puts a lot of effort into accumulating wealth (in ways that don't hold up the action) you could gift them an upgrade.

If a plyer group wind up owning a shop (like the Eating Counter from Baptism of Fire) you might want to make poor characters effectively working stiff (as they get some money from the shop and they never have to buy food for themselves).