Deviance #23 – Coins, Luck and Fame
So I know I said last week I was going to review Necromancer-type material but stuff came up as if often does and it occurred to me that I had at least two more houserule segments lying around I’d never talked about. This week, I’d like to talk about money and currency in 4E.
Let me start out by saying I don’t like 4E’s economy at all. Do YOU go around carrying thousands of dollars in cash in your wallet? Does it make sense to have a less technologically advanced society than us minting vast quantities of standardized coinage? And seriously, what’s up with this 20% return rate? I buy and sell used clothes, books and whatever on eBay or craigslist. I held garage sales at my mom’s house and back when my wife and I were first married, we seriously considered pawning off some of her mother’s jewelry due to employment issues so I think I have a reasonable idea of how this sort of stuff generally works. It just doesn’t add up for me. I can see in the math how it works out, but it’s just so… contrived in a lot of ways.
This is one of the big worldbuilding issues I considered when preparing for the Power Source campaign and one day at the lab working on a nanosphere formulation for a well-known antidepressant, an idea struck me. It was so simple, elegant and complete (at least to me, y’all can judge it for yourself of course) that I can’t imagine running 4E without it ever again. I cut the PCs actual gold earnings to about 20% normal and then put the balance in a sort of virtual “bank” in two separate “accounts” – one called Fame and the other called Karma or Luck. PCs can call upon this bank to obtain needed goods and services. For example, rather than actually shilling out 100 gp for a Raise Dead ritual, 100 gp is subtracted from the character’s “bank” and the priest performs the ceremony because the characters “have done such good around here.” The “bank” also represents resources funneled to the characters through their various sponsors, benefactors or investments. In practice, there is little mechanical difference between this system and the default economy – it is simply flavor to further illuminate the game world and allows the PCs to throw around their status as famous adventurers in a measured, regimented way.
Karma or Luck is earned for performing actions that help restore the natural “correctness” of the world. Noble deeds, delivering justice, killing undead, pretty much anything stereotypically “Good” earns Karma. It can be spent like normal GP in stores representing the odds that the location actually has what the characters want. It can also be spent while adventuring to have certain events occur. For instance, spending 50 Luck in a dungeon can give you a Healing Potion as treasure in the next encounter or chest. Spending 20 Luck can ensure that a water source you find is pure (as the Clearwater Solution). As a general expectation, the cost of an event is equal to an item that causes the event.
Fame is earned for performing deeds that will be talked about by others. It can be spent like normal GP in stores representing the shopkeeper’s willingness to sell the characters rare or dangerous items. It can also be spent while adventuring to have certain events occur. For instance, you can use Fame to “bribe” someone into letting you into an area they shouldn’t. It can purchase room and board in foreign towns when you lack the on-hand gold. (“Hey, we’ve heard about you guys? Tell us about your travels! A place to stay? Sure, it’s on the house.”) PCs might also spend Fame to receive gifts and favors from NPCs that they meet. As a general expectation, the cost of an event is equal to an item that causes the event, though this isn’t quite as sturdy an expectation for Fame as it is Luck.
When a PC goes to buy something, he or she is only required to have 20-40% of the cost in currency. The rest is paid in Luck or Fame. Thus when he or she tries to resell it, only the currency is returned and the 20% number makes more sense in-game. It also eliminates the problem of a single +2 weapon costing as much gold as a small army. The army only needs gold. The weapon requires Fame and Luck, which most NPCs do not have. I’ve found, as a side effect, that the system additionally tends to (though not completely) keep the party moving on the straight and narrow since they know the sorts of things that will earn them full wealth – big, heroic deeds. It would be just as simple to change Fame to Infamy if I was running an Evil campaign or Karma to Honor if the players were of a culture where that sort of thing is important. Having intangible wealth in a quantified, measurable way can really set the tone for the game. You could even use this system as a sort of compromise between the ‘wish list’ and ‘whatever the DM puts there’ methods of treasure placement. I like mechanics that facilitate bargaining between the DM and players on the meta level in an agreed-upon manner that also have a believable in-game expression; Fame and Luck banks totally do this for me in a way that nothing else does.
September 10, 2010 No Comments