this post was submitted on 16 Nov 2024
30 points (89.5% liked)
rpg
3176 readers
13 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I'm afraid I don't remember the name of the system or else I'd link the rules, but I do remember playing a game where I really liked what they did with inventory and currency.
Basically, the game divorced the rules from the settings' currency entirely. So if you're into homebrew, that means it works equally well with gold, credit chips, reputation, bottle caps, and seashells
When you defeated a monster, finished a quest, or found hidden treasure, you would acquire LOOT. Get ten LOOT and you level up at the end of the adventure.
Instead of writing down and purchasing all of your basic equipment, you would have a certain number of GEAR points. If you found you were in a situation where you needed some item, you could mark off one of your GEAR to retroactively have brought that item with you.
I liked it because it sped up play and was super newbie friendly. You no longer run into a situation where a career adventurer plum forgot to buy torches before spelunking. It also meant you didn't have to roll a check for each item in the dragon's hoard to see if you could afford to feed your hirelings.
If that system sounds familiar to anyone, please let me know. I wouldn't mind taking it for a spin again
It's definitely not what you're thinking of, but the World of Darkness games have a similar system in that each character has a stat called "resources", representing their general level of wealth, and can trivially acquire any item rated less than that.
I think d20 Modern also had something similar, though it's been years ago and I'm not 100% certain that wasn't a homebrew rule based on WoD.
I really like WoD's Resources background, one thing I do tend to append to the rules is separate out recurring income from lump assets.
Basically Income Resources are used up and refresh each month worth of time provided players maintain their income or have retainers keep watch over the accounts. Lump Resources are like having a big pile of gold, or a big inheritance from an eccentric uncle or just a bunch of money in a savings account. Once they're used up, they're used up.