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A jam submission

Wealth! A better way to run money in D&DView project page

Tired of coming up with prices?
Submitted by Narlax — 11 days, 13 hours before the deadline
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Wealth! A better way to run money in D&D's itch.io page

Results

CriteriaRankScore*Raw Score
How well does this tool do what it advertises?#234.2004.200

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

i love the concept of this wealth system but i am also trying to find the "Threadlinkers" ttrpg and i cant seem to find it can you share were i can get my hands on a copy or PDF ?

Developer

Glad you like it! Threadlinkers is a system that I've developed myself. After this post was made, I changed the name to Spells and Streetlights. I kept the same domain for the website though, Threadlinkers.com. There you can find the digital character creator as well as the core rules document. It's all free. If you're interested in joining a game, I host one shots on my discord server: https://discord.gg/EFG9r2Hmzv. Some of my original playtesters are also preparing their own campaigns, so you can ask around.

Developer

I'm glad you like it! I love to see people appreciate my work. If you ever end up using it in a game, let me know how it works.

Submitted

I much prefer to run wealth similarly to how you do it. I struggled with this due to not really understanding the D&D economy. Great tool!

Submitted

Great concept!
Could help to have a few examples of expected wealth from different "levels" (missions/sessions/status), and not just the starting point.
Since you've used the system a lot you could have a good idea of where things go usually.

Developer(+1)

Thank you for the complement. A rule of thumb I typically use is that for every hour of play, you hand out 1 combat and 1 non-combat wealth, to a maximum of 5 wealth per session of play. Though, depending on the pace of your game, this might or might not work so good. My sessions typically involves about 45% chatting with NPCs, 30% exploration, and 25% combat. I'll work this guideline into the next release.