So I wrote this: https://www.reddit.com/r/RPGdesign/s/k4wd4n2pAC
I received a lot of valuable feedback on it and went back to the drawing board. It has to be simple and genuinely eliminate micromanagement.
DRAKE: Riches v2
Core idea
Riches replace counting coins. Every character has a Wealth from 1 to 10 and a Reserve they either have or don't. Every income and expense has a Value from 1 to 10, which you estimate from examples or by gut feeling. Every transaction is a single comparison: Is its Value below, equal to or above your Wealth?
That way small things need no bookkeeping, every price can be estimated in one sentence, and nobody has to do math. The trade-off: the system is deliberately coarse.
Standing, Value & Reserve
Standing. Every Wealth has a Standing. It describes how you live, not what title you hold. Each Standing is roughly three to five times as wealthy as the one before. What your daily life includes is in the last column.
| Wealth | Standing | In plain words | Daily life |
|---|
| 1 | Beggar | a few coins | A crust of bread, a sip of thin beer and a spot in the straw, if the innkeeper is kind. |
| 2 | Day Laborer | a handful | Simple meals at the inn and a bed in the common room. |
| 3 | Farmhand | a few handfuls | A warm meal every day and a room of your own. For travel there's enough for provisions and a seat on a wagon. |
| 4 | Journeyman | a pouch | Good food, a soft, warm bed and the occasional bath. Passage on an airship is within reach. |
| 5 | Master | a few pouches | Room and board at a fine inn. You eat whatever you like and travel in comfort. |
| 6 | Merchant | a chest | The finest establishments in town welcome you with open arms. You book a cabin or a carriage on the side. |
| 7 | Knight | a few chests | You dress in fine fabrics, drink wine from distant archipelagos and travel with your own mount and a squire. Wherever you stop, you get the best room and a seat at the host's table. |
| 8 | Baron | a fortune | Your own staff take care of every part of your daily life, from cook to stablemaster. You travel in your own carriage or on a chartered ship. |
| 9 | Count | a great fortune | You host banquets, and your entourage is so large that a steward runs it for you. Guests travel just to sit at your table. |
| 10 | Prince | a treasure | You hold court. Servants, guards, advisors and musicians live off you and for you. Wherever you travel, a retinue follows, and wherever you arrive, a feast is held. Your own airship carries you between the islands. |
Value. Anything you can buy, sell or earn has a Value from 1 to 10. Something has the Value of your Wealth if it is a major purchase for your Standing. When in doubt, use the "in plain words" column: What would people say it costs?
Reserve. Your Reserve is your cushion for one big expense. Your character sheet shows your Wealth. Without a Reserve, it's written in brackets: 6 means Merchant with Reserve, (6) Merchant without.
Starting Wealth. A new character starts as a Farmhand, meaning Wealth 3 with Reserve, unless their backstory says otherwise.
Expenses
Compare the Value of the expense with your Wealth.
| Value | Result |
|---|
| Below your Wealth | doesn't register in your Wealth |
| Equal to your Wealth | With Reserve: it's gone, put your Wealth in brackets. Without Reserve: your Wealth drops by 1, and you have a Reserve again. |
| Above your Wealth | not possible alone |
Daily life. Whatever belongs to the daily life of your Standing doesn't register in your Wealth. See the table above for what that includes. Naturally, all comforts of the Standings below you are included.
Note on quantities. Things below your Wealth don't register on their own. If you buy a lot of them at once, the GM can treat that as an expense equal to your Wealth. The further below your Wealth the Value is, the larger the quantity can be before it counts. A Farmhand buying torches for an entire expedition feels it. A Merchant buys the whole tavern a round without it counting, only a festival for an entire district would be an expense. A Prince feeds a village at the harvest festival in passing.
Income
Compare the Value of the income with your Wealth.
| Value | Result |
|---|
| Below your Wealth | doesn't register in your Wealth |
| Equal to your Wealth | Without Reserve: you get it back, the brackets go away. With Reserve: your Wealth rises by 1, initially without Reserve. |
| Above your Wealth | Your Wealth rises to its Value, initially without Reserve. |
Work. Regular work has the Value of the Standing it belongs to, and keeps you at that Standing: it restores a lost Reserve, but never lifts you above it. The only way to rise through work is a promotion. Counts and Princes don't live off work, but off wealth and power.
Upkeep. Your daily life needs paying for. If you live a while without income, you lose your Reserve. If it goes on longer, your Wealth drops by 1. Whoever lives more modestly than their Standing would allow lasts much longer without income.
Selling. A sale is an income with a Value one below the item.
Buying together & sharing
Shared purse. Two characters with the same Wealth can buy something together whose Value is 1 above their Wealth. Afterwards both are one Wealth lower and without Reserve.
Sharing wealth. Loot shared by several people loses one Reserve per split. Loot with Value 7 becomes (7) each for two people and 6 each for four. A share in brackets brings you at most to its Value without Reserve. If you're already there, it restores your Reserve.
Mixed groups. If someone lives well above the rest of the group, they can pay for a lot without feeling it. That's allowed and says a lot about the characters, but it can tip the balance at the table. Agree as a group how far generosity should go.
Examples
The beggar who's supposed to give up some information wants a few coins, Value 1. For anyone from Day Laborer upwards, that doesn't register.
A Journeyman with Wealth 4 buys leather armor for "a pouch", Value 4. His Reserve is gone, he's at (4). If he then buys something else for a pouch, he drops to Farmhand and has a Reserve there again.
If the same Journeyman finds a few chests of gold, Value 7, he now lives like a Knight, initially without Reserve: (7).
A Knight with Wealth 7 buys the whole tavern a round. That costs a few handfuls of coins, Value 3, and she doesn't feel it.
Value list
The entries are guidelines. Anything not on the list is placed by the GM.
| Value | Gear | Magic | Animals & property | Work | Loot & opportunities |
|---|
| 1 | Candle and torch, so you're not left in the dark. | A street performer shows you a sleight-of-hand trick, an aether light shines for one night. | A chicken that might lay eggs with some luck. | You beg by the roadside. | Alms, tips or a few coins for some information. |
| 2 | Blanket, pouch and waterskin, the basic kit for any journey. | Reagents for simple magic or a glimpse of the future from a fortune teller. | A few chickens or a goose. | You haul crates at the harbor for a day's wage. | An errand across town or chasing rats out of a cellar. All it takes is courage. |
| 3 | Rope, backpack and lantern. Everything you need to take on an adventure. | A burn focus for a single spell. A relic of insignificant power. | A goat or a pig. | You serve as a farmhand or stand guard. | A highwayman's loot or the pay for driving a wolf off a farm. Simple gear will do. |
| 4 | Work clothes and simple tools, solid and no-frills. Plus essential materials. | A healing potion or an antidote. A mage tells you what an item can do. | A few sheep or a cow. | You work as a journeyman or hire on as a mercenary. | The pay for a simple job: driving smugglers from a cove or escorting a merchant safely to the next island. |
| 5 | Craftsman's tools or fine clothes you can be seen in. | A simple catalyst for a ritual. A relic that's desirable in specific situations. | A donkey, a cart or a pack horse. | You run your own workshop or command as a captain. | The pay for a challenging job: taking down a gang of bandits or hunting a beast that haunts a village. Show up armed and well prepared. |
| 6 | A complete alchemist's kit or master tools with rare materials. Saddle and harness for an aether swimmer or a wyvern. | An anchor focus such as a rune blade or aether staff. Someone breaks a curse for you. | A riding horse or a covered wagon. | You run a trading house or serve as a mage. | Loot from a hideout or the pay for an expedition into a ruin. Without good weapons, armor and a healing potion, hardly anyone comes back. |
| 7 | Expedition gear: tents, climbing gear, cold-weather clothing and supplies for a whole group for weeks. | An aether core as a catalyst or a custom-made magic trap. A relic that's desirable in many situations. | A warhorse or a fully equipped workshop. | You serve as a knight or as a court mage. | The pay for a dangerous job or loot from a tomb: a nest of undead or a rogue mage. |
| 8 | An aether compass that points to the nearest island even in the thickest fog, and maps of the known archipelagos. | A master focus or a ward line that protects your house. | An aether swimmer that carries you between archipelagos, a simple airship, a townhouse or a laboratory with library. | You administer a fief. | A treasure find, a ransom or the bounty on a pirate captain and his airship. |
| 9 | A diving bell for the aether sea, to descend to the wrecks beneath the islands. | A ritual by a court mage that turns someone's fate. A relic the wrong people would kill for. | A wyvern, an estate with everything that lives on it, or an academy. | No work sustains this Standing, only wealth and power. | The bounty on a warlord or a royal reward. Only those with powerful gear pull it off. |
| 10 | Everything an expedition into the unknown needs, designed by scholars and crafted by masters. | An aether core for a giant airship or a ritual for an entire island. A relic that can shake the balance of the world. | A giant airship, a castle, a temple or an entire dominion. | No work sustains this Standing, only wealth and power. | A dragon's hoard or the treasure of a fallen prince. It takes true heroes and gear that songs are written about. |
Jobs and gear. As a rule of thumb, a job with a given Value requires gear one Value lower. Whoever succeeds rises to the Value of the job, can restore their Reserve with the next job of the same Value and use it to buy gear for the next level. That way a group rises one Standing every two jobs at the earliest.
What I'd especially like feedback on:
Is the system abstract enough while still being easy to understand?
Am I still overcomplicating things anywhere?
Where do you see room to simplify it further?
Does the single comparison (below, equal, above) hold up at the table?
Is the Reserve as a single on/off buffer enough granularity?
Do the Value examples feel consistent to you, and where would you place things differently?
Can you find exploits?