Mechanics (Gold and Phase System)

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Post Post #25  (ISO)  » Sat Apr 21, 2012 8:08 pm

I really we are discussing making age a real part since it is going to be critical in my character. She is going to be 53, past her prime, and trying to keep up in a world where she is getting too old for this shit.

To that end, I think 5 years a phase would be a bit low, since it prevents anyone from having anyone under 20 or older than 40.
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Post Post #26  (ISO)  » Sun Apr 22, 2012 3:39 am

Just make a few phases with a back story but no aspect.

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Post Post #27  (ISO)  » Sun Apr 22, 2012 5:19 pm

In post 26, inspiratieloos wrote:Just make a few phases with a back story but no aspect.


Ugh. I'll have to make a few phases in the middle with a backstory but no aspect. SUCH A BURDEN I HAVE GAINED.
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Post Post #28  (ISO)  » Mon Apr 23, 2012 7:31 pm

5 years should be the minimum not the set amount. If you want to RP an old guy who can barely walk be my guest. Actually that could be pretty fun.
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Post Post #29  (ISO)  » Tue Apr 24, 2012 5:18 pm

In post 28, CooLDoG wrote:5 years should be the minimum not the set amount. If you want to RP an old guy who can barely walk be my guest. Actually that could be pretty fun.


And what of those who want to play some punk kid ages 13-19?
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Post Post #30  (ISO)  » Tue Apr 24, 2012 11:53 pm

Potential.

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Post Post #31  (ISO)  » Wed Apr 25, 2012 6:13 pm

In post 29, AniX wrote:
In post 28, CooLDoG wrote:5 years should be the minimum not the set amount. If you want to RP an old guy who can barely walk be my guest. Actually that could be pretty fun.


And what of those who want to play some punk kid ages 13-19?

Then they would obviously be less skilled.
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Post Post #32  (ISO)  » Thu Apr 26, 2012 7:23 pm

In post 31, CooLDoG wrote:
In post 29, AniX wrote:
In post 28, CooLDoG wrote:5 years should be the minimum not the set amount. If you want to RP an old guy who can barely walk be my guest. Actually that could be pretty fun.


And what of those who want to play some punk kid ages 13-19?

Then they would obviously be less skilled.


I mean, I'm fine with that, but my understanding was we'd be setting a 4-phase minimum.
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Post Post #33  (ISO)  » Thu Apr 26, 2012 7:54 pm

... Do you have to set that?
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Post Post #34  (ISO)  » Fri May 11, 2012 1:21 pm

Inspire:
Gold mod determined, Phases equal roughly 5 years, Potential if using less than 8 Phases. Either a weightless gold system or a system where there are banks and bonds are used for large transactions. After some time (everyone completed some quests) all active characters choose four relevant skills and are assigned an Aspect by the mod.
CD:
Gold mod determined, less than 8 Phases > deal with it. Older characters receive penalties for age (see post #23). Phases are 5 years or more.
T-Bone:
Everyone has equal gold, richer characters' wealth is bound in shops/estate.
Bub:
Everyone equal phases. Alternatively diminishing return on later Phases.
DN:
First four Phases to adulthood, then ~5 years/Phase.

Edit anything I represented wrongly or missed ~inspire

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Post Post #35  (ISO)  » Fri May 11, 2012 3:11 pm

DN's suggestion is pretty good. How did I miss it. I still think that there should be some sort of aging mechanic sense an old codger can't swing around a sword as heartily as a young 21 year old.
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Post Post #36  (ISO)  » Fri May 11, 2012 3:14 pm

That depends on how well-trained and well-exercised, etc., said old codger is.
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Post Post #37  (ISO)  » Fri May 11, 2012 3:27 pm

A 40 yo is not yet so old as to receive penalties, during the game the mod can just assign a age related negative aspects at appropriate times (sooner/later for (un)healthy people).

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Post Post #38  (ISO)  » Fri May 11, 2012 3:28 pm

Do non-human races age differently than humans btw?

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Post Post #39  (ISO)  » Fri May 11, 2012 4:17 pm

Maybe anybody who is over a certain age gains an "old"' aspect that the mod can check off. Greater age increases the level of this aspect. That's simple, and easy to implement within the system. If we put that with DN's system it could work. However, what age would start to proc the "old" aspect? What sort of benefits could we give to those who use fewer phases? Because otherwise power-gamers will make characters that are exactly at the limit, so they have maximum skills but no old age.

As for gold, I really don't think it should be tied to phases. It doesn't make any sense, really. I think everybody should start out with a set amount of gold that can be augmented by aspects. For instance, a person with a "noble" aspect might start out with twice as much gold, while a "pauper" would start out with half. Before the game begins, you can spend as much of your gold as you want on items, then when you actually get into the game you have those items and whatever gold you have left over. Gold can be gained in obvious ways. The tricky bit is determining how much gold is worth. For that we really need a list of all the types of items that are in the game. Then we can say something like "a sword will cost 100 gold" and then base everything else off of that.
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Post Post #40  (ISO)  » Fri May 11, 2012 4:18 pm

Also: how does advancement work?
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Post Post #41  (ISO)  » Sat May 12, 2012 4:37 am

Not necessarily an old aspect, but something like bad sight (I believe CD's list had some examples). You don't have to give everyone such an Aspect at the same age, a gutter rat would show signs younger than an accomplished mage.

Adding all sorts of modifiers to starting gold makes it way more complex for the mods than just determining it manually, any Skill/Aspect would have some effect on what your character earns.

Basically after every 'story arc' all characters receive an Aspect+choose Skills.

Suppose we say the basic needs of a middle class family cost about 1 gold/day and work from there?
A swordsmith that would earn about 500 gold a year in profits, say he has 2 apprentices that each earn 200 gold/year and they make 100 high quality swords, 50% of the cost is in materials and he also needs money for upkeep in his smithy which is around 1000 gold. A high quality sword would cost about 40 gold. A foundry might make a few thousand average swords in a year bringing the price down to maybe 1/10th of that.
A sword made by the best smith in the city and/or enchanted by a mage might cost 100-200 gold.

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Post Post #42  (ISO)  » Sun May 13, 2012 1:17 am

In post 38, inspiratieloos wrote:Do non-human races age differently than humans btw?


I’m thinking that humans are humans, up to 80 years old, Elves are longest lived, up to 450 years old, Dwarves live up to 225 years. Maybe the Aerin have short lives ( fast to mature, like birds) meaning their lifespan is something like 50 years? Slith probably should have similar lives to humans, but a little slower to mature, living to 105?
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Post Post #43  (ISO)  » Sun May 13, 2012 4:42 am

So how does that work with phases? Are all player Elves very young, or do Elves just learn things very slowly?

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Post Post #44  (ISO)  » Sun May 13, 2012 1:13 pm

I think that all characters will reach the same age relevant to their race by the 4th phase. Afterwards +5 years is similar to +25 years for elves or something of that nature.
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Post Post #45  (ISO)  » Mon May 14, 2012 10:41 am

Well, then you run into the issue of a party advancing together. If it's done where an "elf stage" is 25 years but a "human stage" is 5, then in 25 years, your humans will have gained 4 extra phases of your elven characters.

This seems like it is not ideal.
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Post Post #46  (ISO)  » Mon May 14, 2012 11:19 am

I'm pretty sure it's accepted in FATE that characters learn much faster in the game than in their background story. You don't get any more phases, just Aspects.

It's just that, why would an elf take 25 years to learn how to handle a sword while a human can do so in 5?

Wouldn't it be a better idea to put Elves at ~100-120 Dwarves at ~90 Slith 70, Humans 65, Aerin 50, we are talking a medieval setting after all so ages shouldn't be up to our averages (65 is pretty damn old for those times). Aerin already have the Intelligent by default, so you can give them shorter phases.

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Post Post #47  (ISO)  » Mon May 14, 2012 5:05 pm

Suppose we say the basic needs of a middle class family cost about 1 gold/day and work from there?
A swordsmith that would earn about 500 gold a year in profits, say he has 2 apprentices that each earn 200 gold/year and they make 100 high quality swords, 50% of the cost is in materials and he also needs money for upkeep in his smithy which is around 1000 gold. A high quality sword would cost about 40 gold. A foundry might make a few thousand average swords in a year bringing the price down to maybe 1/10th of that.
A sword made by the best smith in the city and/or enchanted by a mage might cost 100-200 gold.


That's a good idea, but making an average day's wage equal to 1 gold could create some problems. For instance, how much would a loaf of bread or a glass of beer cost? Those would be less than one gold, and I don't think we want to get into half-golds and other coinage. What if we make an average daily salary 100 gold and multiply all your values by 100? That way we can also have mundane items, such as a loaf of bread and a glass a beer at around 5 gold.
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Post Post #48  (ISO)  » Tue May 15, 2012 4:07 am

Sure, but how heavy is a gold piece? (either weightless gold or paper money works for that)

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Post Post #49  (ISO)  » Tue May 15, 2012 10:26 am

I think we should work under the assumption that our money is, for the most part, weightless. Things would just get silly at that level.
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