Jotenbjorn
Mongoose
I'm thinking of making High Living an option in my campaign, perhaps even a feat. If I were to do this, what would be a fair benefit to balance the cost of high living and perhaps the cost of a feat?
EVERY WEEK, ALL CHARACTERS WILL SPEND A MINIMUM OF
50% OF THEIR CURRENT WEALTH ON HIGH LIVING, IF THAT
WEALTH IS CURRENTLY OVER 50 SILVER PIECES.
If you're building vast stock piles of wealth in Conan you're not really playing it the way the books and the stories outline Conan's world to be.
So for those of you against High Living how exactly do you get people to adventure as a GM?
What is the incentive to keep playing a character once you have amassed a huge fortune? More fortune?
+48 from dumping all your points into craft...(8+4) *4 =48
meaning you get +59 to your craft roll. Take 10 on it and you make 69 silver pieces a week as a level one character.
If you're not tripping over scads of money in Conan you're not looking hard enough. Conan made and lost fortunes all the freaking time.
Why should they personally go after the thieves and brigands when they can just pay a hefty ransom? How many invasions and captured family/clan/friends do you plan to spring on players to keep them going?kintire said:Are you really trying to claim that money is the only possible reason to adventure? Invade their country, kidnap their family, dump them in a wilderness, shipwreck them, blackmail them into doing something. Send them after knowledge, or political advantage, or to protect their people from a monster, or to recover something stolen or revenge themselves on an enemy, or to spy on their enemies, etcetera, etcetera, et-multiple-cetera.
It's a feat....No you don't. You cannot have more than 3+level skill points in any one skill. Your starting culture ranks can't take you over that, either, so your scholar has +10 at first level.
True Professional (General)
You have devoted yourself completely to your craft or profession, limiting your opportunities in other areas but gaining impressive abilities in your chosen life-style. This is most often taken by labourers or free townsmen.
Benefit: You may ignore level-based rank limits imposed upon any one Craft or Profession skill.
He kept Tranicos' treasure, though, and his adventures didn't stop. Hell, he became king of one of the world's richest kingdoms and still went adventuring. In fact, his career has a very definite trajectory of increasing wealth, or at least credit. In the early adventures, eg Tower of the Elephant, God in the Bowl he is a penniless thief/thug. By Black Colossus he is a mercenary NCO who is abruptly promoted, and then a pirate captain. In his later career he seems to gravitate to command positions almost at once: Kozaki Hetman, Chief of Afghuli and Kushite tribes. In his later career he is first a General of a large mercenary army and then, of course, a King.
You mean he spent his money on High Living???Its not a smooth upward trajectory: there are blips. Also, he doesn't necessarily have a huge amount of actual cash to hand, depending on where he is. But just compare, for example, his standing on God in the Bowl where he's stealing a shiny statue for a minor noble and is dealing with watchmen and a magistrate, with Teeth of Gwahlur where he is playing kings and high priests against each other for one of the greatest treasures in the world. As Conan matures, he does not actually blow all his wealth on high living, he invests it in raising his status and, increasingly often, on building territory, troops and reputation. He doesn't jump straight from penniless adventurer to King: he spends a long period rich and well respected first.
Why should they personally go after the thieves and brigands when they can just pay a hefty ransom?
Why recover something stolen? Payment? What could be stolen from them that they couldn't just buy again? Eventually adventurers will have tons and tons of money. And the incentives to get them to go do anything are vast treasurers and going after friends and family (if they have any they really care about). But if they already have vast treasurers from an early level what is the point to have the adventures?
I guess you've never had players turn down adventures flat out because the reward was so pitiful it would be easier for them to just hire others to do it for them.
Protect people from a monster? Why should they what is in it for them? Oh lots of money and fame? Ok then but if your group already has money why should they care?
It's a feat....
If already had scads of money, why run around as a mercenary?
You mean he spent his money on High Living???
High living is a tool that forces people to do something with their vast mountains of treasure they accumulate. If they can't come up with something, you as the DM just say it is wasted on booze, cloths, parties and women
People pay ransoms all the time, and they did it even more so in the old days. History is replete with examples of nobles and family members being held for ransom by enemies.kintire said:For exactly the same reason that first world governments are extremely reluctant to pay ransoms nowadays: once people get the idea that you will meekly pay vast sums of money whenever you kidnap their relatives, they will kidnap them every week.
Money makes the world go round and it is a sure fire way to motivate people.If you cannot find anything to motivate your players except for "I can haz shinies" its not my problem, nor is it a problem that a high living rule will solve. Let's just accept that some other peoples games (and, indeed Conan's tales) are slightly more varied than that. Nothing wrong with a quest after loot of course, but if that's all you ever do you might want to consider that a bit of variety adds a lot of spice.
Thank your stars on that one. It is a common problem for MANY many GMs. Adventure hooks can be quite hard to get experienced players to take willingly. Over 3/4 of the time I end up having to make it up on the spot as the players wander so far from the hooks themselves. I'd rather not play the hard ass GM that makes it no fun and doesn't allow players to think outside of the box and only follow proscribed path xyz to their destination.No. But then, I pay attention to my player's situation when designing adventure hooks.
Half the classes are outlined as money grubbing sociopaths...demonic scholars, thieves, pirates,temptresses, pillaging barbarians, blood thirsty soldiers and on and on.Or perhaps they actually care about the people involved? Not all adventurers have to be money grabbing sociopaths.
Or let the player have it and laugh at how 1 dimensional their character is...and then force them into situations where their craft whatever is absolutely useless.I see. I was aware that your example was made of pure dribble, but I see that I was shooting the messenger. My apologies. Solution: ban or seriously modify this insane feat.
Come on no he didn't. You are reaching.Because he was extremely ambitious and wanted to start playing on an international scale, where "scads of money" suddenly doesn't look like so much.
Which is what the whole point of high living is for.. if players aren't spending their wealth on a goal of some sort step in and lighten their loads to motivate them.No, I mean he turned his money into wealth so that he could build up his power and, in due course, take over a major kingdom. And which point he was one of the three or four richest people in the entire world: and the adventures went on.
At least someone is role playing at that point....Translation: High living is a tool that allows the GM to roleplay his players' characters for them.