Player Character Support and Upkeep
“Player/Characters must pay Gold Pieces equal to 1% of their experience points for support and upkeep, until such time as they build a stronghold, which will bring in annual tax revenue. If the stronghold is in a wilderness area all support and upkeep costs then cease, but if it is in a village or town not controlled by the player/ character then support and upkeep payments must continue.”
For those of
you who aren’t in the loop, a couple of us bloggers over at The Ruins of Murkhill decided to write a series of posts in January to commemorate the
45th anniversary of the game you’re here to read about, D&D. The
rule above this paragraph talks about Gygax’s upkeep rules. And I thought we’d
take a look at them.
I’m not
going to assume you play the same D&D as me, I wouldn’t even pretend that’s
the case, but it’s parts of the book like this that are universally applicable.
If you weren’t aware, the first part of that quote speaks to a specific XP
philosophy, in which you gain your XP by gathering treasure through adventurous
means; effectively allowing you to gain XP by not killing the dragon, but only
because you took all the treasure out from under it as it slept. It would not
include, however, the money you find in the peasant’s pocket, because murder
isn’t an adventure. This doesn’t mean another system couldn’t use it though.
Let’s check a little something out perhaps.
I really do enjoy how 5e's (and other) systems put up a table of how much money the players should receive. That would seriously bog down game preparation. |
You see
this nifty table here? It tells you how much money your PCs make each level.
According to Gygax’s rule, 1% of this should be taxed for each level. Let’s see
if we can do the maths here quick.
Level %
Taxed
2 9
gp
3 27
gp
4 54
gp
5 90
gp
6 130
gp
7 190
gp
8 270
gp
9 360
gp
10 490
gp
Etc.
Now,
the leveling system works in a way where that system would probably tax about 1
gp a day, though I can’t be completely sure having never played much 5e. But
here’s the question. How do we trick our players into giving away their much
loved money? Well, there’s a variety of ways to do just that.
Toll
A group of haggard people approach
the gate, their torn and bloodied cloaks flap behind them in the wind. The
guard looks at them a bit nervously, they look dangerous, and he probably
shouldn’t let them in this late at night.
What? Did you think your characters
looked heroic? No, they are likely a fearsome sight to behold. Why does this
matter? Well, why would someone let a group of people who are probably bandits
into his city, he has a duty you know.
They could just kill the guard of
course.
Food and Lodging
Many
people just knock off food and lodging as an assumption, and don’t even bother
to consider it, but here’s a little something to consider. Remember how the
time from first to second level left only 9 gp for the 1%? Your characters
probably start out too poor to afford a nifty little inn, in fact, their money
is probably just enough to get them food. So where do they sleep? That’s
perhaps an interesting thing to consider.
Burglary
This
one might be useful later on in the game, but you shouldn’t be throwing this
one about all the time, that’s how you create murderhoboes. After all, why
trust the bank when it’s always getting robbed, why trust that NPC when you
keep getting mugged? But one or two times in a campaign this can be a powerful
tool to get some of that money out of their fingers.
Housing
Gygax mentions the acquisition of a
home-base, and that if you locate it in a city, you continue to pay upkeep, but
otherwise, become exempt. This makes sense, but of course you still need food
when you live in the woods, although having a dedicated hunter would make that
less of a problem. But house ownership in a city is generally associated with
settlement, and settlement is associated with taxes. This one would be a lot
less exciting to play out, of course, though due to it’s nature, you wouldn’t
necessarily have to.
They’ll probably just kill the tax
collector though.
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