Mushgnome's Hobbet-centric PBP
Moderator: mushgnome
I don't recall the exact words off the top of my head--but I have a hazy recall that this one is more-or-less about the PC creating a will (or similar) in game. If the PC has done so, then their worldly goods can be passed on to their so-named heir. I think the original specifies the heir has to be a "relative" so it kinda gives the player a bit of scope to run (at least part of) a family rather than just one individual...mushgnome wrote:Delving Deeper rules seem to imply that PCs can pass along an inheritance to a designated heir (i.e. a replacement character), minus 20% estate tax. Has anyone used this rule in actual play? How did it go, was it fun? Did you award XP to the replacement PC for the GP value of the inheritance, or did you start them out at 0XP?
mushgnome wrote:What if every adventurer has a greedy NPC relative waiting in the wings to inherit their fortunes when they die?
In a kind of perverse way, I love this idea, and I think it is well supported by the original rule:mushgnome wrote:Or, here's a goofy and fun take on the idea of inheritance, that we probably won't use, but is amusing to think about: What if every adventurer has a greedy NPC relative waiting in the wings to inherit their fortunes when they die?
(emphasis mine)Book I: Men & Magic wrote:The referee may allow players to designate one relative of his character to inherit his possessions if for any reason the participant unexpectedly disappears, [...] If the character returns, he takes possession of his estate once more. [...] Loyalty of the relative in such a circumstance would be at a penalty of from 0 to -6, and he would possibly intrigue to regain control.
mushgnome wrote:When your PC dies, their treasure goes in the party's "kitty" and the surviving PCs can scavenge through their equipment for useful items. When you roll up a replacement PC, you start with the standard 30-180gp, no more, no less. The other Hobbets, in the interest of building the most formidable team, might choose to help out equipping the newcomer (or not).