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Please note that the Wealth Guidelines are designed to give DMs a reference wealth range for a given PC at specific quantities of experience. The guidelines do not entitle PCs to receive more wealth if they are below average, nor does it require that above average PCs be reduced in wealth. In practice, only a PC beyond the Warning Cutoff level will need to see formal action taken by HDMs or the Admin.
For simplicity, the Wealth Guidelines are divided into two parts. Part One explains how PC Wealth will be monitored and the procedures for unusual wealth levels. Part Two provides further reference information for DMs and builders should they be interested. Only the guidelines in Part One will be regularly monitored by HDMs and the Admin.
The following will serve as the expected distribution of player character wealth on ALFA Live servers. The following definitions will apply:
TABLE 1 - Total Wealth by Experience
XP | Low End | Average | High End | Warning Cutoff |
1 | 300 | 600 | 2000 | 13350 |
1000 | 650 | 1175 | 3500 | 13350 |
3000 | 1925 | 3500 | 5100 | 13350 |
6000 | 3850 | 7025 | 10175 | 13350 |
10000 | 6425 | 11700 | 16975 | 22225 |
15000 | 9300 | 16900 | 24500 | 32100 |
21000 | 13575 | 24700 | 35825 | 46925 |
28000 | 19300 | 35100 | 50900 | 66700 |
36000 | 25750 | 46800 | 67850 | 88925 |
45000 | 35025 | 63700 | 92375 | 121025 |
55000 | 47200 | 85800 | 124425 | 163025 |
66000 | 62925 | 114400 | 165875 | 217350 |
78000 | 78650 | 143000 | 207350 | 271700 |
91000 | 107250 | 195000 | 282750 | 370500 |
105000 | 143000 | 260000 | 377000 | 494000 |
120000 | 185900 | 338000 | 490100 | 642200 |
136000 | 243100 | 442000 | 640900 | 839800 |
153000 | 314600 | 572000 | 829400 | 1086800 |
171000 | 414700 | 754000 | 1093300 | 1432600 |
190000 | 500000 | 1000000 | 1500000 | 2000000 |
This table is meant to include only adventuring wealth (i.e., gear) and liquid wealth (gems, tradebars, coin). "Uncounted" wealth is not included. Uncounted Wealth is meant to primarily emphasize RP-value assets. It is considered the “accepted” form of infinite wealth acquisition, as opposed to obtaining better and better magical gear. Many of these assets, such as businesses, have the potential to be a recurring revenue stream for player characters and should be monitored carefully. Some common forms of Uncounted Wealth include: non-magical clothing, housing, licenses and permits, businesses (within limits), retainers and employees (with limited capabilities, e.g. no assassins), and memberships in exclusive clubs. Other seemingly inappropriate ones, for example a gem collection, can be considered as long as there is a clear code of behavior the PC will follow to avoid its liquidation. HDM discretion dictates whether a given piece of wealth falls into this category. A DM wealth tool will be available to allow DMs to make a quick assessment of the total carried wealth of a PC.
Admin decisions regarding exceptions to the above standards will be where any accommodation of exceptional circumstances will be made. ARs will be involved in any circumstance where admin recommend reduction of a PCs wealth through extraordinary means to ensure transparency and fairness to the player.
Since ALFA uses a slower XP advancement curve than canon, the typical connections between encounter levels and wealth do not apply. Instead, the best connection that exists is between average wealth and XP, which tends to be consistent within four separate bands – levels 1-8, levels 9-12, levels 13-16, and levels 17 and above. As long as that consistent ratio is maintained, a simple relationship between XP and wealth will allow an easy way to aim for average wealth:
Total Wealth Value per Session = Average XP Awarded * Number of Party Members * Avg. PC level Factor.
Avg. PC level Factor:
The above equations, and the values in tables 4 through 7, are not meant to imply that every session must be rewarded according to these charts. The primary goal is to establish the connection between experience and wealth will best maintain folks near the average wealth target. These tables are not meant to defy common sense – a session spent hunting rabid wolves is not likely to produce significant monetary gain, for example. As an alternative, XP can be “banked” towards larger rewards, typically middle- or end-of-plot rewards. It may also not necessarily be appropriate to reward directly towards the average, such as when a character already exceeds the high-end. Some factors to consider when adjusting rewards from the above tables:
While Table 1 references the total wealth of a character, some attention must be paid to the makeup of that wealth. Typically, some nontrivial percentage of wealth is tied to consumables (scrolls, potions, etc.) or non-gear (housing, etc.). With what is left, some care should be taken with regards to how individual items might dominate a character’s wealth total. While random happenings such as gifts or players looting PC corpses cannot and should not be stopped, DM awards should aim towards a more controlled power curve. The following table governs those awards:
TABLE 2 - Maximum DM-Awarded Item Value by Level
See table below in comments.
Note: The "example" items are only examples of single properties with the relevant value. In no way should the examples be construed as any sort of recommendation as to what sorts of items a PC of a given level should have.
The table makes the distinction between ‘DM Awards’ and ‘Extreme Cases.’ As only four of the ‘DM Awards’ will immediately take a character to their average wealth, it should be considered that a character would only have at most a couple items at the power level described for a given level, with weaker items rounding out the character’s gear. DM Awards are intended to refer to planned awards as a result of an individual session or a long-term plot. In the case of parties where characters have different levels, maximum reward values should be structured around the median level.
Extreme Cases refers to PCs could unexpectedly come into contact with very powerful items, such as PCs defeating a named NPC unexpectedly; magic awards should be reduced down to this value for the highest-level party member involved in defeating the challenge.
Items that are commissioned by player characters can be handled at the discretion of the DM. Since the “schedule” or motivation of crafters is left entirely to the DM, the recommendation is the “DM Award” value as a limit for what will be made on commission for the PC, with a hard cap at the “Extreme Cases” value (as in, DMs should not make available such items to PC under any circumstances). As an alternative, involved or lengthy plots may be structured to begin a commission process but not complete until the character reaches an appropriate level. This is an interim recommendation regarding crafting - expect this to change in future as crafting guidelines for ALFA are refined.
Player Characters seeking to purchase common items from static merchants (refer to Phase I wealth standards) should not be limited by this chart. Similarly, crafting performed by player characters is recommended to adhere to these values, but is otherwise considered acceptable within the bounds of “twinking” issues.
An item is considered overpowered for a PC if the item would exceed the greater of:
Overpowered items should be reported in the Item Compliance forum. HDMs may at their discretion confiscate (but not destroy) such items if deemed excessively overpowered. DMs should consult with the player to determine their willingness to replace overpowered items with non over-powered items with properties as close as possible to those of the overpowered item. Should the player prove uncooperative, decisions regarding the fate of the item will be made in the Item Compliance forum under the direction of Admin.
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