icosahedron152:
Hmm, I'm not familiar with any of those, so there may be something in them that might spark some ideas, thanks.
Fluid wealth sounds like it could solve some bean counting issues - provided it works reasonably well.
It might. I will have to dig it up for you.
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My current system has twenty levels from peasant to Emperor.
I assume you mean Status levels instead of the d20 standard of Class/Character Levels. I would be interested in knowing what the 20 ranks were.
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Increased status requires increased upkeep.
Default rule of GURPS
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Overstretching creates problems.
in GURPS it creates both problems and benefits, depending on the circumstance
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Characters are conscious of limited funds.
being specifically conscious of limited funds may be a problem with Wealth Rolls, but there is the general rule that you never really know when you'll randomly fail such a roll.
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Loans are available but are risky.
In what way?
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Increasing status enables increasing influence over officialdom. And vice versa.
Standard GURPS Status.
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Good marriages can add wealth and status, but partners can be a millstone for adventurers.
Rules for this in GURPS are based on the legal system, which is a campaign specific detail and GURPS doesn't get that specific.
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Military ranks interweave with social status, particularly at higher levels.
Status Imputes Rank by Standard GURPS Rules but the Social Engineering book extrapolates further by making it based on points spent rather than specified numerical rank.
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Investments and trading should play a part, up to and including shipping.
I know of no system that discusses this other than (presumably) what you mentioned, and GURPS Low Tech. Pathfinders
Ultimate Campaigns really tries though. I hear Kingmaker extrapolates further.
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Characters can have a day job, but it shouldn't interfere with adventuring.
Standard GURPS assumption.
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At higher levels, wealth and status should be linked to land ownership.
GURPS doesn't make a specific ruling on that, but assumes Status does indeed come with that. It also assumes that pays your Cost of Living. if you have positive status.
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Different sized estates should provide proportional income.
GURPS City Stats discusses Town Wealth Level defaults.
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Different levels of wealth and status should have their own problems.
They do. this also differs based on whether your status is derived from Military Rank
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Unlike EG, this shouldn't take over the game, it should be an easily adjudicated add-on. Perhaps each level has a different fluid wealth level? Or something...
Yeah, the pyramid article turns it into a score.
I'm really sorry this turned into me saying GURPS! GURPS! GURPS! GURPS! GURPS! GURPS! GURPS! but I've seen a lot of systems, and I only know of one that actually gives you points for negotiations. I do think that Fluid Wealth thing could be made generic, so when I find the article, I'll snip a bit and include it here.