I don't like the wealth rules
Posted: 04 Feb 2018, 07:18
(Disclaimer: I'm sure others do like the rules, and I'd like to discuss them. If you're here, perhaps it was because the thread title did its job and drew you in
Before I start, my background: I've played a lot of RPGs in the past, in all different styles. I cut my teeth on AD&D (well after its heyday) and D&D 3.0 and Pathfinder, and have played a lot of other games such as Cyberpunk 2020, a number of the Warhammer 40K RPGs from Fantasy Flight, and Adventurer Conqueror King (an OSR game focused on domain play). I'm currently running Savage Worlds, which I'm a big fan of for a lot of different styles of games/genres. As I've aged into real jobs and kids, my general tendency is to prefer games that play fast and don't require me to look up rules every 10 minutes, or spend hours pouring over character creation, or (as a GM) see me ambushed by some weird feat every session.
So, in the vast majority, I really like what I see in S&S at the moment. Things I really like about it:
- Universal mechanic (including a focus on trimming down unnecessary guff. I didn't necessarily agree with the move from d10 to d6, but appreciate the reasoning)
- Relatively fast character generation (once Traits are understood)
- A good number of skills. Not too broad or too specialised. Lovely.
- Maneuvers simplified since TROS, but combat still has the same feel. (I've reservations about teaching it to my group, but we can start with the basic stuff and go from there)
- A focus on characters/people and their motivations. I love that drives encourage and reward players for acting in accordance with their goals. PC goals are a big thing for me when I run games. How can a PC operate if you don't know what it is they want in life?
- I love love love the way traits are done. They replace things like feats, or Edges/Hindrances from Savage Worlds, but rather than requiring players to remember specific special rules, simply impact on play when they seem relevant. I also love the need to balance positive traits for advantage and negative traits for advancement.
As you can see, I appreciate that S&S is a pretty lean system, which allows players to focus on the important stuff...
Which is why I'm cold on the Wealth System. I'm not saying it's not clever, and there's even some elegance to it, but I feel like it actually COMPLICATES the issue of managing money. It seems to me that a simple cost system like most RPGs would actually allow players to finish their shopping / maintenance in the fastest possible time and get back to the plot, as it becomes simple addition/subtraction rather than needing to roll dice. And in the scheme of a game that really lives by "if the player can't fail, or the result isn't important, don't roll dice", rolling dice over simple matters of money doesn't seem to fit with that mentality.
Obviously there'll be people that disagree vehemently with my opinion, and this isn't meant to be an attack on the authors or the system, rather a conversation. If you like the Wealth rules, why? If you dislike them, why? Why is my take on the Wealth rules and their contrast from the rest of the game ill-founded?
Personally, they'll probably be the only thing I seek to modify through house rules, but I'd love to hear from others.
Before I start, my background: I've played a lot of RPGs in the past, in all different styles. I cut my teeth on AD&D (well after its heyday) and D&D 3.0 and Pathfinder, and have played a lot of other games such as Cyberpunk 2020, a number of the Warhammer 40K RPGs from Fantasy Flight, and Adventurer Conqueror King (an OSR game focused on domain play). I'm currently running Savage Worlds, which I'm a big fan of for a lot of different styles of games/genres. As I've aged into real jobs and kids, my general tendency is to prefer games that play fast and don't require me to look up rules every 10 minutes, or spend hours pouring over character creation, or (as a GM) see me ambushed by some weird feat every session.
So, in the vast majority, I really like what I see in S&S at the moment. Things I really like about it:
- Universal mechanic (including a focus on trimming down unnecessary guff. I didn't necessarily agree with the move from d10 to d6, but appreciate the reasoning)
- Relatively fast character generation (once Traits are understood)
- A good number of skills. Not too broad or too specialised. Lovely.
- Maneuvers simplified since TROS, but combat still has the same feel. (I've reservations about teaching it to my group, but we can start with the basic stuff and go from there)
- A focus on characters/people and their motivations. I love that drives encourage and reward players for acting in accordance with their goals. PC goals are a big thing for me when I run games. How can a PC operate if you don't know what it is they want in life?
- I love love love the way traits are done. They replace things like feats, or Edges/Hindrances from Savage Worlds, but rather than requiring players to remember specific special rules, simply impact on play when they seem relevant. I also love the need to balance positive traits for advantage and negative traits for advancement.
As you can see, I appreciate that S&S is a pretty lean system, which allows players to focus on the important stuff...
Which is why I'm cold on the Wealth System. I'm not saying it's not clever, and there's even some elegance to it, but I feel like it actually COMPLICATES the issue of managing money. It seems to me that a simple cost system like most RPGs would actually allow players to finish their shopping / maintenance in the fastest possible time and get back to the plot, as it becomes simple addition/subtraction rather than needing to roll dice. And in the scheme of a game that really lives by "if the player can't fail, or the result isn't important, don't roll dice", rolling dice over simple matters of money doesn't seem to fit with that mentality.
Obviously there'll be people that disagree vehemently with my opinion, and this isn't meant to be an attack on the authors or the system, rather a conversation. If you like the Wealth rules, why? If you dislike them, why? Why is my take on the Wealth rules and their contrast from the rest of the game ill-founded?
Personally, they'll probably be the only thing I seek to modify through house rules, but I'd love to hear from others.