Determining Treasure Rewards

By gcsears, in WFRP House Rules

So, I was curious how people viewed rewards from the cold hard cash collumn for the new rules. I remember being a tad too generous when I first ran WFRP (1E) because I under valued GC. One 2E came out, I started to think about treasure in terms of what I thought an average person would carry on their person in light of their economic class. (iow, what is the daily wage for a peasent vs. a mercenary) While I know I don't carry a daily wage around in my pocket, I figured it was less exagerated in amount of money.

All this stated, when I get into the crypt and deal with those nasty, filthy greenskins, I always wondered what was a good way to handle treasure which didn't come off as derivative. I am curious what folks use? Just intuition, old rules like 2E rules in the Dwarven Supplement (can't remember so I will call it Karaz-a-Karak), treasure tables from one of the 1E packs, I remember one which came with the tiles which had monster ratings..

I really downplay any sort of "treasure" in this game (mostly to be different from other fantasy RPGs). What I do play up is wages for work done. I always make sure my heroes get paid. In other rpgs the treasure tables were so great, I'd often have their employer's throat get slit or end up missing just because the pay ontop of the treasure was nuts.

Howdy,

I agree it is better to treat the treasure question in terms of wages and scaling appropriately. I was actually also trying to factor in for the risk/reward angle which some styles of play encourage. I am in love with dice pools being used for other mechanics in the game, and I thought about the following possibility.

Treat the threat (skulls) of a creature forms the number of characteristic dice to be used for creature. Fortune dice should be added for each characteristic which is above 3, and one misfortune for each attribute below 3. (Idea being this would account for capability to accumulate wealth). If the creature is known for accumulating wealth, then use aggresive dice in place of characteristic dice.

no successes = no treasure

one success = brass pennies

two success = brass pennies (x3)

three success = silver

four successes = silver (x10)

five successes = gold

six successes = gold (x3)

etc...

Then the number coins would be multiplied out by the number of monsters. This result would be multiplied by the number of boons. So, for example:

Party defeats 3 Goblins. they would roll 2 characteristic dice, and then 1 fortune and 1 misfortune die based on standard attributes. So this would vary between no treasure and silver (x10) if for example they had 4 successes and no boons. more likely would be 1 or 2 successes and 1 or 2 boons. (3 pennies to 18 pennies) This is intentionally tight fisted

Chaos Warrior (5 Skulls) and net 3 fortune and 1 misfortune.

average result would be: 3 successes and 2-3 boons. This would translate to 3-4 Silver per Chaos Warrior.

gcsears said:

Howdy,

I agree it is better to treat the treasure question in terms of wages and scaling appropriately. I was actually also trying to factor in for the risk/reward angle which some styles of play encourage. I am in love with dice pools being used for other mechanics in the game, and I thought about the following possibility.

Treat the threat (skulls) of a creature forms the number of characteristic dice to be used for creature. Fortune dice should be added for each characteristic which is above 3, and one misfortune for each attribute below 3. (Idea being this would account for capability to accumulate wealth). If the creature is known for accumulating wealth, then use aggresive dice in place of characteristic dice.

no successes = no treasure

one success = brass pennies

two success = brass pennies (x3)

three success = silver

four successes = silver (x10)

five successes = gold

six successes = gold (x3)

etc...

Then the number coins would be multiplied out by the number of monsters. This result would be multiplied by the number of boons. So, for example:

Party defeats 3 Goblins. they would roll 2 characteristic dice, and then 1 fortune and 1 misfortune die based on standard attributes. So this would vary between no treasure and silver (x10) if for example they had 4 successes and no boons. more likely would be 1 or 2 successes and 1 or 2 boons. (3 pennies to 18 pennies) This is intentionally tight fisted

Chaos Warrior (5 Skulls) and net 3 fortune and 1 misfortune.

average result would be: 3 successes and 2-3 boons. This would translate to 3-4 Silver per Chaos Warrior.

I think that would be great fun to try. Let me know how it goes. I would consider adopting something along these lines for protracted travel.