Main Menu

Anwyn

Novus 2nd Edition

Novus 1st Edition

Author Topic: Starting Money  (Read 783 times)

0 Members and 1 Guest are viewing this topic.

imported_Rasyr

  • Guest
Starting Money
« on: October 07, 2011, 01:17:06 PM »
In making characters for the Character Gallery, I am quickly realizing that 20 + 1d10 sp just isn't anywhere near enough, especially if the player wants/needs to buy armor (RL costing 30 sp on its own).

Therefore, I think that upping it to "30 + 2d10" would likely make things better overall, without overdoing it...

Thoughts? Comments?

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Starting Money
« Reply #1 on: October 07, 2011, 06:37:00 PM »
And why not give a free armor ?

Offline brianbloom

  • Newbie
  • *
  • Posts: 0
  • Karma: +0/-0
    • View Profile
Starting Money
« Reply #2 on: October 07, 2011, 08:26:46 PM »
I've personally never considered this very important, and have almost overridden the defaults as a DM anyway.

Usually, I am proposing a campaign, and saying what the allowable races are, suggesting some background stories, and outlining what gear the character should have to reasonably fit into the story.  I might have them roll to see how much pocket change they have, but I've usually trusted my players to come up with appropriate possessions (after laying the ground rules for the setting).

So this is a long winded way of saying you can pick anything you want as far as I'm concerned because it's gonna get changed in my games anyway.

imported_Rasyr

  • Guest
Starting Money
« Reply #3 on: October 08, 2011, 12:07:01 AM »

And why not give a free armor ?




Most likely because I can see this getting abused too often.....

Unless, we say something like "If you have Combat Training II, you can start with any armor up to RL for Torso, Helm, Bracers and Greaves (i.e. a full suit). If you start with with Combat Training I, you can start with up to a full suit of Soft Leather" and then they have to purchase if they want to upgrade..


Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Starting Money
« Reply #4 on: October 08, 2011, 10:11:42 AM »
I was thinking about the Armor talents rather than combat training. You could receive an free set of armor (or only chest armor ?) according to your armor talent :
- light armor --> soft leather,
- medium armor --> rigid leather,
- heavy armor --> chain mail.
That way, without any CPs invested in armor talent, the best starting armor you can get is rigid leather. If you invest enough points in armor talent to buy heavy armor at first level, you can be awarded a mail armor, or even a heavier armor with a matching background.
That is if a simple mechanism is wanted. Otherwise, I agree with brianbloom. I let players and GMs come up with any story consistent equipment.

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Starting Money
« Reply #5 on: October 08, 2011, 10:18:53 AM »
Another point to consider is cultural background. I think an upper class urban character is likely to have more starting money than a lower class one. OTOH, as backgrounds are free, I understand they are not supposed to give any additional edge to a character.

imported_Rasyr

  • Guest
Starting Money
« Reply #6 on: October 08, 2011, 01:30:10 PM »
Let me think about it a bit more.....

Hmmm..........

As a GM, I usually just hand out a Standard list of equipment myself, based upon the list I posted here: http://www.firehawkgames.biz/forum/index.php?topic=618.msg6275#msg6275

Now, what if I did something similar for Novus...

1) Remove the 3 bullet points under "Equip Your Character" on page 30.
2) Insert "Starting Equipment" Lists based upon this list --> http://www.firehawkgames.biz/forum/index.php?topic=618.msg6275#msg6275
3) Include 10 + 1d10 sp as starting money in the equipment list (allows players to purchase items to customize their equipment lists)


I would have to define "Tools of the Trade" a bit more - Perhaps give a short list for each Class...

i.e.
Tools of the Trade


  • Fighter/Rogue - 2 weapons of choice, Normal Shield and Reinforced Leather Armor, Helm, Bracers, and Greaves
  • Archer/Thief - 2 weapons of choice and Soft Leather Armor, Helm, Bracers, and Greaves; Thief also gets set of Thieves' Tools
  • Martial Artist - 2 weapons of choice and Bracers of choice
  • Minstrel - 2 weapons of choice, 1 musical instrument and Soft Leather Armor, Helm, Bracers, and Greaves
  • Mage - 2 weapons of choice and any casting focus (wand, component bag, crystal, etc) required by their School of Magic


As for backgrounds giving extra money - I don't think so. That would make some backgrounds better than others and thus make them automatically chosen almost every time.

However, what I could do, is to create a Talent called "Noble" and have it give extra starting wealth and a small title (this would be the lowest rank of nobility, I think, higher ranks would cost more). A character can come from the Upper Urban Background without being a Noble or having lots of money (i.e. Daddy is a rich merchant, who cut you off from family wealth due to disagreement with you).

In fact, could add an "Extra Wealth" Talent to the list as well, which simply gives extra wealth without the title (2 new talents -- keeps the list balanced, I like that.. hehe)[/list]

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Starting Money
« Reply #7 on: October 08, 2011, 04:58:46 PM »
I like this.
Nobility and extra-wealth are certainly two talents to have around.

imported_Rasyr

  • Guest
Starting Money
« Reply #8 on: October 09, 2011, 01:13:26 AM »
Okay, I will start working up a "Starting Equipment" list for characters...