economy

economy

Calculating Item Worth

If you're looking to calculate the silver value (AKA cost or worth) of a given item, the guidelines are below.

1. Items with Point Bonuses
Cost is based on the total net bonus of the item.

Point Weighting

  • Bonuses and penalties to Stats are worth 1 point per point of bonus
  • Bonuses and penalties to specific skills are worth .75 points per point of bonus

Maximums

  • No purchasable item can exceed a net +20 bonus.
  • No individual bonus within an item can exceed +30, regardless of penalties that might balance it out.

Cost Calculation
Add up all weighted bonuses, subtract all weighted penalties, and what remains is your net point value for the item. Any remainder, no matter how small, always rounds up to the nearest whole number. Use that and the scaling multiplier below to calculate the cost:

  • 50s/point for a net bonus of +1 to +5 [50s to 250s]
  • 100s/point for a net bonus of +6 to +10 [600s to 1000s]
  • 200s/point for a net bonus of +11 to +15 [2200s to 3000s]
  • 400s/point for a net bonus of +16 to +20 [6400s to 8000s]

Additional Notes

    Bonuses to skills can only apply to one skill, and apply to all uses of that skill for balance purposes.
    Multiple bonuses/penalties to the same stat or skill do not stack - the highest is the only one that counts

2. Companions and Vehicles
Companions (such as constructs, drones, or trained animals) and vehicles (from motorcycles to galleons) cost 2s per build point used in their creation. Stock companions which use 150 build points thus cost 300s.

3. Items Using PP for Unresisted Effects (Healing Potions etc.)
Items that grant a benefit aren't resisted by the user and thus have no Difficulty associated with them, simply the PP of the effect itself.

These items fall into three rough groups, with costs listed below:

  • One-time use: 5s per PP of effect
  • Daily use: 250s per PP of effect
  • At-will use: 750s per PP of effect

Effects granting Absorption Value (Magical Armor and Shielding)
Magical shielding and similar effects grant an Absorption Value at a rate of 1/7 AV per PP, so an item granting +5 AV actually requires 35 PP to cast (and would thus cost 175s for a one-time use). Such effects have a default duration of one 'scene' (typically a session or combat), just like if they were being cast by a mage at the time.

4. Items with Resisted Effects (Poisons, Detrimental magic etc.)
Poisons and other items that trigger a resisted roll need more than just the PP - they need the difficulty for the opponent to resist.

The PP element follows the same cost model as in #3 above, which assumes 25 is the base difficulty.

If the difficulty of the item is higher than 25, calculate the final cost based on the PP first, and then multiply it by a ratio of [Difficulty / 25]. So a difficulty 40 poison costs 1.6x as much as a difficulty 25 poison if they have the same PP effect (40 / 25 = 1.6). Round up to the nearest silver.

5. Armor Values
Armor is a bit unique, since it's not quite a PP effect or an item bonus. It affects damage in and damage out. All armor has an Absorption Value, which is what its worth and cost are based on:

  • Armor: 50s per point of Absorption Value
  • Shield: 25s per point of Absorption Value

Armor that has an Absorption Value of 5 and an Offense Reduction of 2 is worth 250s. A shield with the same values is worth 125s, because its values only apply when actively blocking.

6. Items without Point Values
There will always be items crafted or awarded that don't grant point bonuses but which still grant a benefit to the wielder. These items are a gut check, and should fall within a 25s to 250s range.

Anything you feel should be worth more than 250s that doesn't have specific numeric effects requires Setting approval, and they may ask the System Department to assign numeric values to it (PP for size of effect, for instance) so that it can be valued by the guidelines listed above.

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Economy System

There is a single Economy System for all our settings to use on Vaxia.org. It's a way to play out financial growth of a character without having to spend a lot of time on budgets and accounting. The system is simplified, it uses a universal currency, silver, to track financial gains and losses. All in game currencies translate back to the silver value of the economy score.

Economy Level
The economy level is a numeric stat representation the total amount of assets and income that a character has at their disposal. This stat is meant to reflect a character's overall lifestyle. It can be found by going to the Sheet tab on the character sheet and then is under the Economy Details section.

The economy level works on a similar scale to the other Stats on a sheet. A score of 25 is a representation of average wealth.

As a new character begins their career, they start with an economy level of 25. They can afford an *average* lifestyle. This means a starting character has clothes, food, and a basic place to live. They may be in a small apartment, they might not wear brand clothing, and they might not eat out too often but their basic needs are met and they aren't homeless.

Keep in mind that the economy level is not a reflection of social status, it is for finances only. Social status is handled via the reputation and ranks system.

See also: Economy Level and Wealth Level Representation

Disposable Monthly Income and Pay
Characters are assumed to be constantly earning some sort of living. Some of them do it through adventuring and some through more mundane jobs. The system will award characters a percentage of income - daily pay - based off of their current economy level.

While your Economy levels is a representation of the lifestyle your character is able to live the disposable income is the leftover silver. The 'spare change'. This is the spare silver you can use to invest to improve your economy or directly spend on items without lowering your economy.

It is important to note that the system assumes that unspent money earned from the daily pay system will be invested. If for some reason a character has more free silver on their character sheet than their Disposable Monthly Income will allow for - the Daily Pay System will not award new silver but instead remove silver until the silver total is again below the Disposable Monthly Income.


Improving Economy
There are two ways a character can improve their economy level:

  • Invest Silver that is earned as rewards for adventuring, crafting, or their spare silver.

  • Gain IC Employment - Full time positions can often be found through the city guard, in various restaurants and inns, or through several mercenary guilds. These positions are sometimes listed in the forums or can be requested after and then role-played out accordingly. Ask on the SH request forums for an A/SH to run a recruitment session for you. A Character can not gain no more then a +15 bonus to their Economy Score from IC Employment no matter how many jobs they may possess.
    For more information see: Recruitment Sessions

Keeping IC employment often involves spending time working. A character is thought to maintain their career as long as long as the character spends a reasonable amount of time role-playing out their career. On average that may be considered at least one experience point worth of posting a month, though some jobs may have certain requirements to be met. Be sure to pay attention else your character may lose their job.


Purchasing Stuff
Following the Fairness principle on the site: Players should only need to spend silver on items that provide a some kind of bonus in the game setting.

That's why we're not going to track every tiny bit of silver spent by your character on rent, food, or similar life style needs. Those are already covered by the Economy stat.

That said, your character may want to buy fine noble's clothing (fine enough to provides a bonus in social interactions), or you may want to purchase weapons and armor that make you more effective than a player that hasn't spent silver. If you don't currently have enough silver on hand, the system will automatically allow you to cash out your Economy levels in exchange for silver. At least until you're out of Economy levels to cash out with.

Item Shop
The item shop on your character will provide a list of things already approved for your character to purchase. To get more custom items post the request on the appropiate SH Request forums Vaxia Requests Sirian Requests

Weapons in the item shop are free, this is not a bug, it is on purpose. With the weapon class system, weapons are balanced against each other. Charging players different silver amounts for the same benefit or flavor in game isn't fair. We've specifically set *basic* weapons as free because they are considered to be part of the lifestyle of a character with a weapon skill. However weapons with bonuses beyond just their plain ones have a cost determined by the value of the bonus provided.

Player to Player Sales
Economy Levels account for the day to day dealings of characters with non-player characters. For example, a business owning character’s economy level reflects all the sales that are made between themselves and NPCs. The economy level does not nclude the sale of items in player to player transactions.

Player to player transactions need to be arranged with a Story Host. Silver is directly taken from the character making a purchase and rewarded to the character making a sale. In the case of an item sale the item is then transferred from one character sheet to another.


FAQ

Q. My economy level is too high for my character and I don’t know how to get it down!
A. Like 'taking a one' for your character's Appearance your character doesn't have to make use of their Economy stat. The Economy stat is simply a reflection of how well they could choose to live if they decided to. Just like the Appearance stat is how well they would clean up if they choose to, you can always choose to have your character slum it.

Q. Why is it IC for my characters to lose money if I don’t invest it? Can’t I save it?
A. Investing is how you save it. Putting silver into your economy level is the same as putting it in the bank rather than in your mattress. If you don't make the conscious choice as a player to invest your spare silver, it will slowly bleed off until it reaches your monthly income level again.

Q. If my character wanted to loan someone 5000 silver, would it take it from my Economy Level?
A. Yes, if you don't have 5000s on hand in uninvested silver. Your Economy level would drop to represent that your wealth is somewhere else at the moment. However, when they pay you back your Economy would rise back up.

Q. What's that decimal point doing in my Silver total? (IE: 200.6)
A. Think of it as spare change - as in IC copper or pennies. The math for the daily pay system just doesn't work out to easy non-decimal numbers, but we wanted to be sure players knew exactly how much silver they had.

Q. I invested 200 silver and my Economy Level went up 3 points, but it says I only have 16 invested silver. What happened?
A. That 'Silver Invested' note references just the silver put toward the given economy level you're at. When you invested 200 silver and raised your economy level 3 points, you had 16 silver left over that was automatically invested toward the next economy level. You haven't lost anything you invested.

Q. How does my Economy Level work in Sirian?
A. Exactly the same! Sirian uses Silver as the base currency as well. So your Economy level means the same thing in Sirian as it does for Vaxia.

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