Adventurers need to replace or acquire adventuring items such as spikes, rope and arrows pretty much after every expeditions. When the loot is small, deciding where to allocate that wealth is interesting, but after a couple of adventures, if the adventurer survives, they’ll hopefully be flush with cash. And at that point, where’s the interesting decision in spending 1 or 2 coins on a rope or a crowbar?
To avoid accounting too much for all these small things, Mageblade introduces the Allowance. If the party acquired a non-negligible amount of wealth, the Allowance lets each PC refill or buy some items for free before their next foray. The initial version of the rule is that the total allowance for each character is 5% of the character’s wealth, with a maximum of 1d6 objects.
For example: Timmy, a character with 100 coins, between adventures has an allowance of 5 coins which can spend on 1d6 objects. Rolling a 4 they buy 6 torches (1c), a pole (1c) and a bundle of 20 arrows (2c): they’d have another item to buy, but they ran out of money.
Another example: Zurgo the Zauberer, owning 10000 coins in gems and gold, has an allowance of 500c. Rolling a 3 they buy a heavy armour for a henchman (400c) and 3 vials of blessed water (2 x 25c): they’d have another 50c but they ran out of items.
The second version of the rule, the one we are going to playtest is:
If you got treasures in your last foray, you get 1d4 objects for free, their cost depending on your wealth.
|PC’s Wealth||Tier||Object||Max Item Cost|
|nothing||0||no freebies for you!||0|
|50c||1||1d4 tier 1 objects||1c|
|150c||2||1d4 tier 2 objects||3c|
|500c||3||1d4 tier 3 objects||10c|
|2500c||4||1d4 tier 4 objects||50c|
|20000c||5||1d4 tier 5 objects||400c|
What about bundled consumables, like torches, arrows, pythons? If you have not completely run out of these, a single item will restock them.
Is this going to break the game? not really, it would take 20 adventures with no loot whatsoever for the character to dilapidate their wealth.
Why rolling? to give them a decision: they can still buy things and spend money, but the whole which free swag are you going to get this adventure is just too attractive not to think about.
Why not handwaving it? because it requires GM headspace, while a small subsystem where PCs get freebies after an adventure is a small and cute way to give stuff to players while minimizing downtime.