decreasing-difficulty
type: ProjectRule
name: Decreasing Difficulty
slug: decreasing-difficulty
source: wwn-srd-v1
source locator:
  section: 7.5.0
  heading: 7.5.0 Decreasing Difficulty
  line start: 5293
  line end: 5326
rules text: Adventurers who have a dream bigger than their available Renown have several options for bringing it about more rapidly. The party can use some or all of these techniques for making their ambition more feasible, and the GM might well insist on at least some of them before the PCs can succeed. They can spend money. Sometimes a problem can be solved by throwing enough money at it, either by paying off troublesome opponents, constructing useful facilities or installations, or hiring enough help to push the cause through. Money is often useful, but it eventually begets diminishing returns; once everything useful has been bought, additional coinage brings little result. The adjacent table shows how much a point of Renown dedicated to the project costs. The first few points come relatively cheaply, but after that the price increases rapidly. Eventually, there comes a point where only the wealth of empires can shove a massive project through with sheer monetary force. Small projects and modest ambitions are generally easy to accomplish with cash, but society-wide alterations and massive undertakings can defeat the richest vault. They can build institutions. If the PCs want a fortified monastery loyal to them, they can either throw enough Renown at their goal until allied NPCs and local potentates think it’s a good idea to buy them off by building it for them, or they can actually go out and purchase it with their own money. They can hire the masons, recruit the monks, and find a trustworthy abbot to act as regent for the heroes. Such steps may not be enough to completely attain the purpose, as they’ll still have to deal with quelling any local opposition to the new monastery and any innate implausibility of establishing a monastery wherever they want to put it, but it’ll get them a long way toward success. The GM decides a reasonable cost for the institution they want to build and the assorted recruits they’ll need to operate it, using the guidelines in this section. Price…