What's reasonable pay+loot for 2 sessions? 100s at rank 1 or is that too much?

By Emirikol, in Warhammer Fantasy Roleplay

I'm asking all you GMs AND players: I'm trying to work up some standards for pay+loot for my game and may settle on 50s per session. At 10 advancements, a character would have made 500silver. So, by the end of Rank 1, they could purchase a superior hand weapon (if they saved up), a poor quality horse, and a few healing draughts.

I know we all "wing-it," but I'm kind of tired of that method. I'd like to have a standard instead. If I then wanted a POOR campaign, I could adjust from there.

For players, would this be adequate and still retain the theme of Warhammer?

jh

p.s. The average skilled artisan makes 125s a month and a veteran mercenary makes 250s a month for comparison.

My players are well off now after 26 sessions, but at 20 sessions I think they had barely gotten 3 gold each. That's only 15s per session. They have spent some money on food and other things though. But it has been a good amount, because now one of the players have bought a blunderbuss and it's really popular. Two group members share it.

The problem with economy is that usually players earn money, but not much is spent on maintaining their equipment. I am thinking about introducing some sort of cost for players to have more of a living economy where they actually need the money.

It has to be simple. But each player would end up with a daily cost. That way players don't have to worry about buying food and they will get repairs for their armor when in town etc. The cost will depend on their equipment, so if they buy a full plate it's going to cost them to maintain it. Dwarves/elves will need a bit more money of food/drink as well.

I don't know if that's going too far, but I think it could work, to make them appreciate those jobs they get. There would need to be rules for not being able to maintain equipment though. The easy way would be to introduce a -1 penalty on all stats for the item. Also hunger/thirst.

Argh... how am I going to keep all that simple.

Be back later.

I like your idea of some kind of "living cost" mechanic Gallows. I think it was the Conan RPG where the default rule was that PCs would spend half of their money every week wenching and drinking. Maybe WFRP types aren't QUITE as extravagant -- a quarter of your wealth, maybe?

We could also try and figure out something with the resource tracker. Maybe each player sets his cost of living along the tracker and based on where it is you spend a certain amount of money, but living poorer increases your chances of getting a disease or makes it harder to heal critical wounds, etc.

Oh, and to the OP, I think 50s per session would work IF you mandate/assume that players have some kind of living expenses. If not then it's probably a little high and you might go with 25s/session/rank. I think of the Old World as being a place where it's hard to get rich.

enoto said:

I like your idea of some kind of "living cost" mechanic Gallows. I think it was the Conan RPG where the default rule was that PCs would spend half of their money every week wenching and drinking. Maybe WFRP types aren't QUITE as extravagant a quarter of your wealth, maybe?

We could also try and figure out something with the resource tracker. Maybe each player sets his cost of living along the tracker and based on where it is you spend a certain amount of money, but living poorer increases your chances of getting a disease or makes it harder to heal critical wounds, etc.

The disease idea is awesome. I has been trying to find a way to make living expenses make sense for another reason than just because the GM says so. It would be easy to set a flat amount as a daily living expense.

Living expenses per day

below 1s = 2 misfortune dice to all checks.

1s = nothing.

2s = 1 fortune die to all disease checks.

5s = 2 fortune dice to all disease and 1 fortune die to all wound recovery checks.

10s = as with 5s plus the character gains one additional fortune point that day (perhaps temporarily exeeding his max of 3).

I think you could tie living expenses in to several things:

- Disease exposure

- Party tension gain/loss

- Wound/fatigue/stress recovery