4) Reserve Fund:
You can build up a reserve fund of experience for your successor if you should happen to die. You do this by spending money on things that have no in-game benefit. And, Marlon, it means just that, if you try to weasel it to something useful for your adventuring, you are missing the point, and don't get the XP. The interesting thing I had realized before was that you aren't depriving yourself of the XP value of the treasure spent, only of the purchasing power.
This reserve fund might be something we could tinker with. Perhaps if we run several characters, like we are doing for Mutants and Muskets, you could use the reserve fund for your other characters as well as just for an heir.
5) Campaigning
You can get XP for various Campaigning things. Whereas the XP from Mercantile Income, Land Income and Hijnks are pretty straight forward, XP from cash earned--above a level-dependent "deductable", the XP from Construction is different, here you get XP for money you spend on fortress construction (1 XP per 2gp). You don't get the XP until the fortress is done, and here's the rub, you lose the XP if you lose the fortress. The interesting thing is, like the reserve fund, you are getting XP for treasure you've already gotten XP from while adventuring.
So, I suppose we should start by playing as written. But, I am going to miss the wrangling that goes on with treasure distribution. I know other people like coming to quick, even, amicable treasure splits, but it does my black heart good to see chiseling, scheming and bad feelings when it comes to splitting the loot.
You know, something else to take into consideration with the magic items is that it's both easier and harder to identify magic items in ACKS.
ReplyDeleteSo if my character were, to say, bury treasure and leave a map, my new character could go dig it up and suddenly get all buff?
ReplyDeletePossibly. But if your character were to spend all his money on ale and whores, your next character would get xp for it.
ReplyDelete