projects:odds_rpg:systems:economy
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| projects:odds_rpg:systems:economy [2026/02/17 20:29] – created freedomotter | projects:odds_rpg:systems:economy [2026/02/17 21:43] (current) – freedomotter | ||
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| ====== Economy & Wealth ====== | ====== Economy & Wealth ====== | ||
| - | ODDS RPG supports two styles: | + | ODDS supports two approaches to wealth: |
| - | * **Wealth | + | |
| - | * **Currency** (optional) for gear-heavy campaigns | + | * Abstract |
| + | * Concrete | ||
| + | |||
| + | The GM chooses one method at campaign start. | ||
| + | Do not mix systems unless intentionally blending genres. | ||
| ---- | ---- | ||
| - | ===== Wealth | + | ===== Option 1: Abstract |
| - | Your Wealth is a single rating | + | Characters have a Wealth Rating |
| - | ^ Tier ^ Name ^ What it means ^ | + | 0 – Destitute |
| - | | 0 | Broke | You scrape by, barter, owe favors | | + | 1 – Poor |
| - | | 1 | Modest | You can afford common gear & travel | | + | 2 – Modest |
| - | | 2 | Comfortable | You can buy quality gear, maintain a vehicle | | + | 3 – Comfortable |
| - | | 3 | Wealthy | You can fund operations, hire help | | + | 4 – Affluent |
| - | | 4 | Elite | You can influence markets, institutions | | + | 5 – Wealthy |
| + | |||
| + | Wealth reflects access to gear, contacts, and lifestyle. | ||
| + | |||
| + | It is not exact currency. | ||
| ---- | ---- | ||
| - | ===== Buying Things | + | ===== Making Purchases (Abstract) |
| - | If the item is **at or below** your Wealth tier: | + | Routine purchases: |
| - | | + | |
| - | If the item is **above** your tier: | + | Significant purchases: |
| - | Roll 1d20 + Presence + (Contacts/ | + | Roll 1d20 + Wealth against a TN set by the GM. |
| + | |||
| + | Suggested TNs: | ||
| + | |||
| + | Basic Gear → 8 | ||
| + | Quality Equipment → 12 | ||
| + | Specialized Equipment → 15 | ||
| + | Rare or Restricted → 18 | ||
| + | Legendary or Black Market → 22 | ||
| On success: | On success: | ||
| - | You acquire | + | You acquire the item. |
| - | * Debt: Gain 1 Obligation | + | |
| - | * Burn: Reduce Wealth by 1 until end of session | + | |
| - | * Heat: GM adds a complication tied to the purchase | + | |
| On failure: | On failure: | ||
| - | You can’t get it right now, OR you can still get it but take **two** consequences above. | + | You cannot afford |
| + | The GM may offer a narrative complication instead. | ||
| + | |||
| + | On Strong Success: | ||
| + | Wealth does not decrease. | ||
| + | |||
| + | On failure by 5 or more: | ||
| + | Wealth decreases by 1. | ||
| + | |||
| + | Wealth never drops below 0. | ||
| + | |||
| + | Wealth may increase after major rewards or successful ventures. | ||
| ---- | ---- | ||
| - | ===== Rarity Bands ===== | + | ===== Option 2: Concrete Currency |
| - | ^ Rarity ^ Suggested Wealth ^ | + | Characters track credits, gold, or equivalent currency. |
| - | | Common | 1 | | + | |
| - | | Uncommon | 2 | | + | |
| - | | Rare | 3 | | + | |
| - | | Legendary | 4 | | + | |
| - | Examples | + | Example starting funds: |
| - | * Fantasy: Rare = enchanted weapons, elite mounts | + | 500 credits (Tier 2 Heroic) |
| - | * Sci-fi: Rare = military-grade tech, restricted cyberware | + | |
| - | * Western: Rare = Gatling gun access, railroad contracts | + | Equipment has fixed costs determined |
| + | |||
| + | Track purchases normally. | ||
| + | |||
| + | This mode is recommended for: | ||
| + | |||
| + | * Gritty campaigns | ||
| + | * Survival-focused play | ||
| + | * Cyberpunk settings | ||
| + | * Economic or trade-heavy stories | ||
| ---- | ---- | ||
| - | ===== Loot & Rewards | + | ===== Lifestyle |
| - | When the party completes a major job: | + | In Abstract mode: |
| - | | + | |
| - | | + | |
| - | * One character increases Wealth permanently (GM choice) | + | In Concrete mode: |
| - | | + | Minor living expenses are ignored unless narratively important. |
| - | * Gain a permanent asset (safehouse, ship upgrade, patron) | + | |
| + | The GM may impose periodic upkeep costs for: | ||
| + | |||
| + | | ||
| + | * Vehicles | ||
| + | | ||
| + | * Cybernetics maintenance | ||
| + | |||
| + | Only track upkeep if it supports the tone of the campaign. | ||
| ---- | ---- | ||
| - | ===== Obligations (Simple Debts) | + | ===== Salvage & Rewards |
| - | Track Obligations as boxes: ☐ ☐ ☐ | + | Rewards may grant: |
| - | When you take Debt, check a box. | + | * Wealth increase (Abstract mode) |
| - | At 3 boxes: | + | * Currency payout (Concrete mode) |
| - | A creditor, rival, or authority shows up to collect (GM creates a scene). | + | * Assets (labs, vehicles, safehouses) |
| + | * Reputation boosts | ||
| + | |||
| + | Wealth increases should be meaningful. | ||
| + | Avoid frequent +1 increases unless campaign scale supports it. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Blended Mode (Optional) ===== | ||
| + | |||
| + | For hybrid campaigns: | ||
| + | |||
| + | Use Concrete Currency for gear. | ||
| + | Use Wealth Rating for influence and lifestyle. | ||
| + | |||
| + | Example: | ||
| + | A character may be low on credits but still socially connected. | ||
| + | |||
| + | Blended mode requires | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Design Notes ===== | ||
| + | |||
| + | Abstract Wealth: | ||
| + | * Fast | ||
| + | * Narrative-focused | ||
| + | * Low bookkeeping | ||
| + | |||
| + | Concrete Currency: | ||
| + | * Detailed | ||
| + | * Tactical | ||
| + | * Resource-driven | ||
| + | |||
| + | Choose the method that reinforces your campaign tone. | ||
| + | |||
| + | Switching mid-campaign is possible, but requires recalibration. | ||
| + | |||
| + | ---- | ||
| - | Clear one box by: | + | ODDS RPG Economy v1.0 Playtest |
| - | * Paying it off (job, cash, favor) | + | |
| - | * Taking a dangerous deal | + | |
| - | * Burning a relationship (lose a contact) | + | |
projects/odds_rpg/systems/economy.1771360166.txt.gz · Last modified: by freedomotter
