
Paladin of Baha-who? |

So the rebellion has a treasury, and a minimum amount therein, but doesn't seem to have actually very much in the way of expenses to need that treasury for. You don't have to pay anything for your teams to do stuff. You have to buy things for caches, and bribes, and pay for spellcasting if it's a high level spell. But it doesn't seem to me like there's much to spend on.
I'm considering adding a cost to a lot of the rebellion actions, either a flat amount or relative to the rank, in order to make the economics of running the rebellion more interesting. If I do this, I might make it so that the team can attempt one 'earn gold' action per turn for free.
Has anyone changed things up in the Rebellion so that the players have to track the costs of things more, and if so, how did it go? Does anyone have any thoughts about how well or not well this would work?

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I considered including some gp type costs for the rebellion, but in the end decided against it because of three reasons:
1) Rebels are doing what they're doing because of a passion for the right cause, and those they recruit and call on for aid are either allied to their cause and would likely provide services for free, or are not allied and wouldn't provide services even for a payment.
2) The rebellion rules should be something that not only adds to the story, but adds to the player characters. By having the rebellion grant new in-game options and grant periodic boons to actual PCs, the players are more encouraged to USE the rules. If they had to "pay to play" instead, I suspect there'd be one or two or more players in each group that wouldn't want to be part of the rebellion and would balk at spending their money on it. Including a cost of gp or other thing would, I fear, make the rules less attractive.
3) The rules are complex enough as it is, and adding one more thing to track is kind of overkill.
That all said... if you want to look at something with more of a cost of goods model, check out the downtime rules for running organizations in Ultimate Campaign. I was initially going to just use those rules for the rebellion but decided against it for the reasons above–adding gp costs just doesn't seem right for what is, in effect, a volunteer group.