Board Thread:Midian Ideas/@comment-24302820-20180112153254/@comment-24302820-20180203063300

Another modification to the above numbers is that, when freelancing, each point on the skill check is worth 10% of the base wage, not 20%. With a 400f 'salary' for survival, and 500f being baseline cost of living, this is a second person at a result of 25. At 'urban poor' equivalent lifestyle (250f cost) in the wilderness, survival allows one person at a roll of only 7. You can support a second person at 13, and a third at 19. This is true for all skill checks for a monthly income (or equivalent) and not just the survival skill. This puts journeyman-equivalent proficiencies in line with a journeyman's salary. A roll of 20 is double wages (or wage-equivalent, in cases like the survival skill) which is the nominal maximum earnings, using the 10% modifier. Triple wages--the absolute maximum--is achieved at a result of 30. This is achievable with a skill level of VIII (master-equivalent) and an attribute of 14 or 15 (or master-level tools to make up that difference). Furthermore, using the 10% figure we can just add a zero to the result of the proficiency check to find the percentile modifier for the baseline wage. With survival, for example, a roll of 14 would then be 140% of the baseline 400f wage, or 560f. That's a nice emergent property.

Those who were using an early playtest version of wealth dice have probably noticed that this mechanic has significantly changed. It no longer scales logarithmically. It's easier to use now, as well as much less abusable at the higher end.