Managing PC Wealth
In Legends, the capabilities of a PC are not as
directly correlated to their wealth as in some other systems, but
wealth remains an important part of how they relate to the world at any
tier. In general, the evolution of an adventuring party's finances will
follow this process:
-New
and moderately experienced adventurers (15-300 XP Net Worth) are still
rounding out their inventories and purchasing necessary equipment.
Upgrades are significant, losses of equipment are quite painful, and a
party must decide carefully how many consumable resources to spend on
any given quest. Communal purchases (such as a party vehicle) are
carefully considered, and not normally a large portion of the party's
expenditures. Equipment upgrades are comparable in importance to
Ability progression; purchases are a tool used to make one's Abilities
effective.
-Highly experienced adventurers (300-600 XP Net
Worth) are approaching the end of their potential upgrades, except for
those who specialize in devices. Losses of equipment are inconvenient,
but possible to replace, especially if the party assists each other.
The party may begin significant communal purchases (such a ship, base
upgrades, or a better vehicle). Individual characters may begin saving
for certain LP Elements or ambitious purchases; vehicle specialists
often obtain personal vehicles at this stage. Ability progression has
overtaken equipment upgrades in importance, but can still be sabotaged
if one neglects one's inventory.
-Extremely experienced
adventurers (above 600 XP Net Worth) have essentially exhausted their
options for personal equipment purchases. Coin is consumed by investments outside one's personal
inventory; the party may gain a fleet of ships, one extremely powerful
ship, or an advanced base. Anything not spent on this infrastructure is
saved for LP Elements or emergencies. Personal equipment losses are
easily replaced. Crew pay and vehicle volatite may be the largest
"consumable" expenditures. Ability progression has completely eclipsed
equipment upgrades when it comes to personal power, but the party's
wealth is now a major part of the campaign's "background."
Expected Earnings & Net Worth It
is often necessary to know the average coin net worth of adventurers of
a given experience level, both to keep quest rewards reasonable and to
determine the wealth of replacement characters. The following chart
provides a guideline (which can also be taken as a rough in-setting
statistical average), and is not intended to be adhered to strictly;
many characters are more or less wealthy than the average, depending on
the quirks of the campaign and their individual history of pay and experience.
For unlisted XP Net
Worths, extrapolate between the given values; wealth increases are
linear between any two closest values.
| XP Net Worth | 30 | 60 | 180 | 300 | 450 | 600 | 800 | 1000 | 1300 | 1600 |
| Average coin net worth | 150 | 2,500 | 12,000 | 32,000 | 90,000 | 220,000 | 700,000 | 1,700,000 | 5,500,000 | 13,000,000 |
Sometimes,
it may be useful to know the expected coin reward for a given amount of
XP - for example, when determining the total value of loot that should
be obtained from a quest. These numbers are typically easier for
you to track; you always know how much loot and XP you're handing out,
but you may not always have time to check the net worth of a player's
inventory. Like the previous chart, this one should not be adhered to
slavishly - it can simply assist in knowing if your overall trend of
coin-per-XP is close to expectations.
Note
that the net worth chart
gives numbers around 20% lower than would be expected from this chart;
this is because some income is expected to be lost to consumable
resources and equipment losses. Also note that the rate of coin to XP accelerates at the
thresholds of XP minimum reward; this is because minimum reward
results in some characters being paid for tasks that may not actually
give them XP (do not include XP lost to minimum reward rules when
considering this chart). Other increases are due to more-experienced
characters being capable of higher-paying tasks.
| XP Net Worth | 30-60 | 60-180 | 180-300 | 300-450 | 450-600 | 600-800 | 800-1000 | 1000-1300 | 1300-1600 |
| Average coin per 1 XP | 80 | 100 | 200 | 500 | 1,100 | 3,000 | 6,250 | 16,000 | 32,000 |
Both of these charts pertain to characters (such as PCs) who
gain their XP through high-paying enterprises such as adventuring. They
do not apply to people of far different professions, such as ship crew.
Help! My PCs Are Too Poor! First,
how far below the expected net worth is your players' party? If it's
not a significant difference, it's likely not worth worrying too much
over; these are just imprecise averages, as discussed above.
Assuming the difference is more substantial: As with all balance
issues, problems and solutions should be identified via in-setting
realism, not strict adherence to a gaming chart. If your players have
been engaging in fairly standard adventuring activity (such as ruin
diving or beast hunts) and are still drastically under-moneyed, you
likely have a mistake to correct. But if the PCs have been purposely
choosing low-paying jobs, giving away their riches to charity, wantonly
wasting launcher ammunition, or otherwise compromising their coin,
that's their choice. You should not rob them of proper
agency and consequences by contriving a "correction" to their wealth.
Instead, you might look into other forms of compensation, if
appropriate. For example, if they lack funds due to charitable
contributions or volunteer jobs, they might gain a positive reputation
or beneficial connections.
If you do decide you
have a problem to fix, the fix is fortunately very easy. You
control the world; simply offer the party more lucrative jobs or
fortunate finds. It's also possible that the players don't actually
know that their PCs are poorer than most comparable adventurers;
offer this knowledge, either in-character or out-of-character, and make
sure higher-paying opportunities are noticed.
Help! My PCs Are Too Rich! Assuming
the excessive net worth of your party is truly excessive, this can be a
harder problem to fix than the too-poor party. Players are likely to
notice and resent a sudden and jarring lack of paying jobs, or a series
of unfortunate losses. Again, realism is your friend: How would the
world likely react to a party perceived as too well-off for their
experience level? Gossiping masses might bump their reputation type to
Impersonal or even Comical. Bandits, pirates, or rival parties might be
drawn to their riches in a less-than-friendly fashion. Charities might
accost the party with their donation boxes. Employers savvy about
observing adventurers' equipment might mistake the party as being more
experienced than they are, leading to a series of too-difficult jobs.
If the excess is less drastic, or if the issue was a result of a GMing
mistake rather than party choices, a gentler touch will likely fix it.
Simply offer the party some compelling jobs that don't necessarily pay
as well as previous ones; allow the party to gain experience until
their XP Net Worth is a more even match with their inventory.
Character Death & Party Wealth Character
death can disrupt whatever finely-tuned balance you've
managed to achieve in the party's net worth. Rare is the PC who has
arranged for their equipment and coin to be inherited by someone
outside the party, and rarely is there any means of compelling a party
to deliver it even if they did. Thus the fallen PC's inventory is almost
always picked up by
the other characters, increasing the party's relative riches. Simply
reducing the wealth of the player's incoming replacement character can
feel unfair and contrived, and is not recommended; surviving
PCs rarely have any in-character reason to give the old PC's riches to
the new one, and the loss of specialized equipment can feel like a
tremendous loss to the player who is already dealing with the travails
of introducing a new character.
To deal with this
problem, first consider that there may not be a problem at all. A PC
death (or worse, a string of them) can be devastating to the party's
morale, job prospects, and reputation. The discouragement may be felt
out-of-character as well. A bit of financial recovery can soften the
blow, especially for low-tier parties.
When
PC death really does result in a wealth issue, the general tips above
for a too-rich party can apply. But the death of an adventurer presents
additional in-character possibilities for interesting consequences. The
question of inheritance tax is already a contentious issue in Lur-Asko
politics, and it is well-known that adventurers typically evade
even the possibility of such taxation. What may become of the party who
is perceived as owing their wealth to the deaths of their friends?
Do litigious relatives of the fallen see an opportunity for gain?
Do local governments or even the Opened Hand see the situation as ripe
for political exploitation? These consequences are particularly
warranted for high-tier characters, who may be leaving behind wealth of
truly enormous proportions (from a commoner's perspective).
Likewise worth mentioning for high-tier parties is the fate of group
property. Does the sudden reduction in group crew leadership result in
the loss of a ship or a base, or at least difficulties in management?
Do similarly wealthy rivals see an opportunity to act, in either
physical or social conflict? Answering these questions creatively is a
much more interesting solution than any "instant" fix.
In the event that a PC did make in-character arrangements for someone
outside the party to inherit their wealth, it can be a good idea to
reward their player. If the surviving PCs participate in distributing
the wealth to the fallen PC's loved ones or other beneficiaries, this
can make for great roleplaying worthy of DP rewards; simply allow the
replacement PC to gain such a reward as well.
In
the unfortunate opposite event that players are recklessly sacrificing
their characters because they've become aware of the effect on the
party's wealth: such an issue is a much larger problem. It's a
significant misunderstanding of the game and a serious breach of the
rule against metagaming (see Roleplaying),
and it merits immediate discussion with the group. A character
remarking to his friends that he'd like his sword to be put to good use
if he falls in the coming battle is a great in-character roleplaying
moment; a group consciously gaming the system out-of-character is
not.