> The old 'each doubling = +10' works adequately, but is a bit crude,
> especially at the bottom end of the scale. "I'm a poor stickpicker
> with Wealth 5. I find a torq worth 5, and suddenly I have Wealth 15!
> Whoopee!"
Erm : _technically_ one torq would count as ready cash, and this one therefore be worth 5/10 actual Wealth, therefore 0.5 Wealth. This is a very poor quality torq BTW : (poorly) carved out of wood ?
The stickpicker should be able to spend a HP to cement his newfound treasure though. I'd let him take +1 Wealth : sounds cool : stickpicker with a wooden torq, called Leiki Stickthane ? P'raps even worth a full +2 Wealth from the increase in his appearance and reputation. Even a wooden torq has to be worth 20, at least !!
Otherwise, this is a Wealth 5 torq, actually worth ten times that in "ready cash" terms ?
1c * 10 = 10c, = 1L, = 20 Wealth in "ready cash" terms, if he wanted to convert the torc into useful items. He might spend half of that on the kind of equipment that's useful on a HW character sheet (weapons, armor, ...), leaving him with 5c of durable Wealth / 10 (provided he spends the HP), and the permanent ability to have .5c (+1c from his original Wealth of 5) "pocket money" AKA Wealth 8.
Clunky ? You betcha !! But wait a moment :
If he successfully converted the whole torq into permanent Wealth, he'd have a new "pocket money" value of 2c = Wealth 10.
If the torq were worth 10 Wealth, AKA +2c income, = 3c, = 12 Wealth.
If the torq were worth 20 Wealth, AKA +1L income, = 11c, = 1W Wealth.
All of which boils down to : we need a table !!
Either :
TN1 - TN2 : New TN
0 - 1 : TN1 +5 2 - 3 : TN1 +4 4 - 6 : TN1 +3 7 - 10 : TN1 +2 11 - 15 : TN1 +1 16+ : TN1
Or :
TN1 - TN2 : New TN
0 : TN1 +10 1 - 2 : TN1 +9 3 - 4 : TN1 +8 5 - 6 : TN1 +7 7 - 9 : TN1 +6 10 - 12 : TN1 +5 13 - 16 : TN1 +4 17 - 20 : TN1 +3 21 - 25 : TN1 +2 26 - 30 : TN1 +1 31+ : TN1
I far prefer the _shorter_ one, not least because its learnable by heart.
Julian Lord
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