Home management and monthly salary

The "home" condition is used to define where your character lives. We advice that everybody chooses a home location because it adds to the flavour of your character and we give you a free rumour as a reward.

Condition Homeowner in ...
Unique Rule At the beginning of every event you receive one free rumour and a list of items that are expensive or cheap in your location.
Unique Rule You can gain this condition by spending 60 or for free during character creation. If you gain this condition choose a location for your home.
Details You are bound to a single location that you return to in downtime.

When you are specialized in a specific job you might want to get a higher salary condition. It will give you additional copper when you work on your job but your character will also demand a higher standard of living; increasing the money you lose every month. If you actually go out to do something dangerous some of that extra cash flow will be used by your character to invest in this endeavour. In addition to all the rules named in the higher salary condition a higher standard of living also shortens the time it takes for you to recover from diseases and infections somewhat due to having a more hygienic lifestyle.

Condition Higher Salary 1
Unique Rule You get 5¢ per spent on your profession.
Unique Rule You now spend 500¢ per month on your standard of living.
Unique Rule If you had this condition for an entire downtime period you receive an extra 30¢ at the beginning of an event.
Unique Rule If you have 12 points worth of non-dormant skills or conditions in a single domain this condition is free.
Shared Rule You are free to lose this condition at any time: If you do; you will have 1 less maximum WP for a full year.
Condition Higher Salary 2
Unique Rule You get 6¢ per spent on your profession.
Unique Rule You now spend 600¢ per month on your standard of living.
Unique Rule If you had this condition for an entire downtime period you receive an extra 60¢ at the beginning of an event.
Unique Rule If you have 16 points worth of non-dormant skills or conditions in a single domain this condition is free.
Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.
Condition Higher Salary 3
Unique Rule You get 7¢ per spent on your profession.
Unique Rule You now spend 700¢ per month on your standard of living.
Unique Rule If you had this condition for an entire downtime period you receive an extra 90¢ at the beginning of an event.
Unique Rule If you have 22 points worth of non-dormant skills or conditions in a single domain this condition is free.
Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.

The "lower cost of living" condition will lower the copper you lose every month to keep up your standard of living.

Condition Lower Cost of Living
Unique Rule You spend 1% less ¢ per month on your standard of living.
Unique Rule You can gain this condition by spending 20.
Unique Rule You can gain this condition multiple times. You pay 1 extra per time you already have this condition.
Details For whatever reason (good investment skills, bargain hunting, less regard for luxury goods, self repair, etc.) you spend less on your standard of living than others.

The "higher cost of living" condition will give your character a higher standard of living than his salary would suggest. This makes your character very happy, motivated and healthy but it is usually hard to keep up this level of luxury for long.

Condition Higher Cost of Living 1
Unique Rule You have 1 more maximum WP.
Unique Rule You spend 5% more ¢ per month on your standard of living.
Unique Rule You can gain this condition by spending 10.
Shared Rule You are free to lose this condition at any time: If you do; you will have 1 less maximum WP for a full year.
Details You are living a bit more luxurious than your peers. You are probably burning the wealth gained from a lucky investment or a shady one time income.
Condition Higher Cost of Living 2
Unique Rule You have 1 more maximum WP.
Unique Rule You spend 10% more ¢ per month on your standard of living.
Unique Rule You can gain this condition by spending 30.
Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.
Details You are living the good live; maybe above your means. Have you secured a steady income next to or even instead of a good salary?
Condition Higher Cost of Living 3
Unique Rule You have 1 more maximum WP.
Unique Rule You spend 35% more ¢ per month on your standard of living.
Unique Rule You can gain this condition by spending 100.
Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.
Details The world is divided in the rich and the poor; and the rich will get richer and the poor will keep getting poorer. This is the tipping point; either you will burn up really fast or you will soar ever higher.

Comments

Re: Home management and monthly salary

Draft conditions:

Tribemember

  • Your monthly upkeep is 0 copper.
  • Every month you spend 95 resources providing work for your tribe.
  • You cannot buy or sell items in downtime unless you spend 5 resources travelling to a market.
  • Visiting markets is bound to the same maximum items rules as visiting events.

Lone wolf

  • You monthly upkeep is 0 copper.
  • Every month you spend 90 resources providing food and shelter for yourself in the wild.
  • You cannot buy or sell items in downtime unless you spend 5 resources travelling to a market.
  • Visiting markets is bound to the same maximum items rules as visiting events.
  • Wound or illness conditions cost 5 resources more to heal and have a small chance of killing you outright unless somebody else spends 10 resources taking care of you instead.

Tellurian clan member

  • Can only be bought if your race is Tellurian
  • Your monthly upkeep is 0 copper.
  • Every month you spend 100 resources providing work for your clan.
  • Wound or ilness conditions don't cost resources to heal.

Re: Home management and monthly salary

The higher salary conditions are not worth it at the moment.

They are balanced perfectly... if the player never gets wounded. If the player does get wounded it will cost him 30-60 copper more per lvl of higher salary to heal.

Also players really hate the idea of having less than 20 active skillpoints (which is what you would need if you actually want to have a benefit from this skill), despite the fact that you would have more items.

Getting more items:

A higher salary lvl 1 gives you 1 extra copper per "wasted" skillpoint per month. So lets say that I go for 15 active skillpoints. I would get 5 extra copper per month. So in a year I would make 60 extra copper. If however I get wounded somewhere in that year it will slip to 0 to 30 extra copper. (or -60 to 0 if I get wounded twice in that year!). So with that setup if I suspect to get wounded twice in this year I should not get the extra salary condition. (On average you would have 500 extra copper during the lifetime (20 months) of your character, when compared to other players, if you do not get wounded. This 500 extra copper should make up for not having 5 skillpoints.)

Of-course with higher salary lvl 3 (which is in theory possible to get with crafting lvl 5 and 5 times the artesian crafter skill) I could "waste" 10 skillpoints (but really 15 skillpoints because artesian crafter doesn't do anything) to get 3*10*12= 360 copper extra, that might slip to 270 to 180 when getting wounded once (or 0 to 180 if I get wounded twice in that year). This is considerable, so unless I am planning on getting wounded 4 times I should get the extra salary condition. (On average you would have 1400 extra copper during the lifetime (20 months) of your character, when compared to other players, if you do not get wounded. This 1400 extra copper should make up for not having 15 skillpoints.)

Another thing is that the extra copper is given over time, instead of all at the beginning. So you could buy that cool item worth 1400 after 20 months, but only than do you get to enjoy it.

Solutions

  • The higher salary condition should give more money. However we don't want to work with half coppers earned from working dayjobs. A simple "bonus" or "vacation money" could work.
  • So the other solution could be lowering the standard of living somewhat (I guess 5-10 copper per lvl of the condition). However this would lead to the higher standard of living and lower standard of living conditions being hard to calculate. Also it would make automating the optional downtime system somewhat harder on the GM's.
  • I also thought about giving them all some form of health insurance (see: http://heimr.nl/rulebooks/domains/character_challenges_early_draft/cultural_or_social_limitations) but that needlessly complicates things while at the same time removing dynamics from the recovering wound condition.
  • Lastly we could give people a standard bonus per event(!) think about it; some of that standard of living money could actually be poured into extra efficiency during "adventuring" depending on how much time the character spends adventuring. I think I like this solution the best; because it scales next to the danger of getting wounded and because it's a mechanism people would expect. It would read like "In addition at the start of each event you receive x extra copper." I think x should be around 30 copper per lvl.

What do you guys think?