projects:odds_rpg:systems:economy
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| projects:odds_rpg:systems:economy [2026/02/17 20:54] – 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 economy modes. | + | ODDS supports two approaches to wealth: |
| - | The GM chooses one at campaign start: | + | * Abstract Wealth (narrative-focused) |
| + | * Concrete Currency (credit-based tracking) | ||
| - | * Abstract Wealth (fast, narrative-driven) | + | The GM chooses one method at campaign start. |
| - | * Detailed Currency (granular, gear-focused) | + | Do not mix systems |
| - | + | ||
| - | Both systems | + | |
| ---- | ---- | ||
| - | ===== Mode 1: Abstract Wealth | + | ===== Option |
| - | Characters have a Wealth | + | Characters have a Wealth |
| - | ^ Tier ^ Name ^ Description ^ | + | 0 – Destitute |
| - | | 0 | Broke | Struggling, dependent on favors | | + | 1 – Poor |
| - | | 1 | Modest | Can afford common gear and travel | | + | 2 – Modest |
| - | | 2 | Comfortable | Access to quality gear | | + | 3 – Comfortable |
| - | | 3 | Wealthy | Can fund operations and hire help | | + | 4 – Affluent |
| - | | 4 | Elite | Major influence and rare access | + | 5 – Wealthy |
| + | |||
| + | Wealth reflects | ||
| + | |||
| + | It is not exact currency. | ||
| ---- | ---- | ||
| - | ==== Buying Items (Abstract) ==== | + | ===== Making Purchases |
| - | Each item has a Wealth | + | Routine purchases: |
| + | Automatically succeed if reasonable for your Wealth | ||
| - | ^ Item Type ^ Suggested | + | Significant purchases: |
| - | | Everyday gear | 0–1 | | + | Roll 1d20 + Wealth |
| - | | Quality equipment | 1–2 | | + | |
| - | | Military / Enchanted gear | 2–3 | | + | |
| - | | Rare / Restricted | 3–4 | | + | |
| - | If item requirement ≤ your Wealth: | + | Suggested TNs: |
| - | You acquire it. | + | |
| - | If requirement > your Wealth: | + | Basic Gear → 8 |
| - | | + | Quality Equipment → 12 |
| + | Specialized Equipment → 15 | ||
| + | Rare or Restricted → 18 | ||
| + | Legendary or Black Market → 22 | ||
| On success: | On success: | ||
| - | | + | |
| - | + | ||
| - | * Reduce Wealth by 1 until end of session | + | |
| - | * Gain an Obligation | + | |
| - | * GM introduces complication | + | |
| On failure: | On failure: | ||
| - | | + | |
| - | | + | |
| - | ---- | + | On Strong Success: |
| + | Wealth does not decrease. | ||
| - | ===== Obligations (Abstract Mode) ===== | + | On failure by 5 or more: |
| + | Wealth decreases by 1. | ||
| - | Track with boxes: | + | Wealth never drops below 0. |
| - | Obligations: | + | Wealth may increase after major rewards |
| - | + | ||
| - | At 3 boxes: | + | |
| - | A creditor, rival, | + | |
| - | + | ||
| - | Clear an Obligation by: | + | |
| - | * Completing a job | + | |
| - | * Paying debt narratively | + | |
| - | * Accepting a dangerous favor | + | |
| ---- | ---- | ||
| - | ===== Mode 2: Detailed | + | ===== Option |
| - | Instead of Wealth Tiers, | + | Characters |
| - | Choose a setting-appropriate currency: | + | Example starting funds: |
| - | | + | |
| - | ---- | + | Equipment has fixed costs determined by the GM. |
| - | ==== Starting Funds ==== | + | Track purchases normally. |
| - | GM determines based on campaign tone. | + | This mode is recommended for: |
| - | Suggested starting values: | + | * Gritty campaigns |
| - | + | | |
| - | Low resources → 100 units | + | |
| - | Standard → 300 units | + | |
| - | Heroic → 600 units | + | |
| ---- | ---- | ||
| - | ==== Item Cost Guidelines | + | ===== Lifestyle & Upkeep ===== |
| - | ^ Item Category ^ Cost Range ^ | + | In Abstract mode: |
| - | | Basic gear | 10–50 | | + | |
| - | | Quality weapons/ | + | |
| - | | Advanced gear | 200–500 | | + | |
| - | | Rare / restricted | 500+ | | + | |
| - | Adjust for setting. | + | In Concrete mode: |
| + | Minor living expenses are ignored unless narratively important. | ||
| - | ---- | + | The GM may impose periodic upkeep costs for: |
| - | ==== Earning Money ==== | + | * Starships |
| + | * Vehicles | ||
| + | * Bases | ||
| + | * Cybernetics maintenance | ||
| - | Minor job → 50–100 | + | Only track upkeep if it supports the tone of the campaign. |
| - | Standard mission → 150–300 | + | |
| - | Major contract → 400–800 | + | |
| - | + | ||
| - | Boss-level reward → 1000+ | + | |
| - | + | ||
| - | Split evenly unless negotiated. | + | |
| ---- | ---- | ||
| - | ===== Lifestyle Costs (Optional) | + | ===== Salvage & Rewards |
| - | + | ||
| - | If tracking realism: | + | |
| - | + | ||
| - | Per session or downtime period: | + | |
| - | Poor lifestyle → 10 | + | Rewards may grant: |
| - | Modest → 25 | + | |
| - | Comfortable → 50 | + | |
| - | Luxury → 100+ | + | |
| - | Failure to maintain lifestyle may: | + | * Wealth increase (Abstract mode) |
| - | * Reduce reputation | + | * Currency payout (Concrete mode) |
| - | * Increase complications | + | * Assets (labs, vehicles, safehouses) |
| - | * Trigger debt | + | * Reputation boosts |
| - | This rule is optional. | + | Wealth increases should be meaningful. |
| + | Avoid frequent +1 increases unless campaign scale supports it. | ||
| ---- | ---- | ||
| - | ===== Hybrid Option | + | ===== Blended Mode (Optional) ===== |
| - | You may use: | + | For hybrid campaigns: |
| - | | + | |
| - | | + | |
| Example: | Example: | ||
| - | | + | |
| - | Use Wealth Tier for vehicles or property. | + | |
| - | If using hybrid: | + | Blended mode requires GM discipline to avoid double benefits. |
| - | Wealth changes slowly. | + | |
| - | Currency fluctuates normally. | + | |
| ---- | ---- | ||
| - | ===== Design | + | ===== Design |
| - | Choose the mode that matches campaign tone. | + | Abstract Wealth: |
| + | * Fast | ||
| + | * Narrative-focused | ||
| + | * Low bookkeeping | ||
| - | Use Abstract Wealth if: | + | Concrete Currency: |
| - | | + | |
| + | * Tactical | ||
| + | * Resource-driven | ||
| - | Use Detailed Currency if: | + | Choose the method that reinforces your campaign tone. |
| - | You want equipment progression and resource pressure. | + | |
| - | Do not let bookkeeping slow the game. | + | Switching mid-campaign is possible, but requires recalibration. |
| ---- | ---- | ||
| - | ODDS RPG Economy v1.1 | + | ODDS RPG Economy v1.0 Playtest |
projects/odds_rpg/systems/economy.1771361673.txt.gz · Last modified: by freedomotter
