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Wealth

chiron0224 Jan '13
I'm a little confused as to how wealth is actually used by players and also how to add more than two traits to a character sheet (maybe to represent a new weapon a player recieved).
challenger Jan '13
I think it's more a role-playing element in Fabletoop (could be wrong). In the games I run, I use wealth for players to purchase items I create/imagine in game. I tell them the price (in units of wealth) and they can choose to buy the item and lose the wealth or what have you.

I always run things a little 'custom' and I allow my players to gain additional items which give them dice bonuses or special abilities. I also allow them to start with 3 pieces of equipment and sometimes to gain unique traits we just keep track of in notes or something.

I guess, officially, there might not be something for wealth, but in every game I've run it's had its use to buy 'custom' stuff to aid players in the game.

Hope that helps!

David L. Dostaler
Author, Challenger RPG (free)
screen: challenger_rpg
frost Jan '13
It's a common question, so I should probably clarify it more in the Help.

In the long run, it's mainly another score, but it could be used in-game whenever a non-trivial amount of money would be needed. Depending on the GM, you might be able to use it for special items, but you have to be pretty careful about game balance. Think of each extra die in Fabletop being something like a +3 bonus, which is pretty powerful.

To add traits, the player just needs to edit their sheet accordingly.
challenger Jan '13
@Frost: Yes, I agree. I've had over 15 years gaming experience with just about every RPG system out there. I've even built several from the ground up. I'd say +3 is a pretty accurate representation. I know a full extra dice in Fabletop is quite powerful. However, the games I tend to run tend to blow 'balance' completely out the window.

I know it's a style recommendation, and not great for everyone. However, I've had to deal with some extremely powerful characters over the years and I can usually handle just about any character no matter what kinds of bonuses he or she might have. I admit, that a certain level of ultra-power among a group the game becomes less fun for them and more swing-y as they take on foes who are equally super-capable. So far, I haven't had any serious power issues on Fabletop.

Traits: Ha ha, that's what I do. :)

Wealth: I don't mind generic that much. I tend to wing the value. Having items to buy is almost a necessity of wealth is to have any meaning. Since I make up the odd item anyway (and players always do too) that's fine.

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