2026 10 28 economy rebalance design - xopherdeep/do-it-for-the-xp GitHub Wiki

Economy rebalance (2026-10-28)

This page is the single source of truth for what GP is worth, what a chore pays, what the shop sells and what a Power asks for. Where another page disagrees, this page wins. The owner settled every ruling below on 2026-10-28.

1. The rate

100 GP is $1, so 1 GP is one cent. The constant is GP_PER_DOLLAR in src/lib/services/gp/exchangeRate.ts. A real reward costs its dollar price times the rate, through gpForDollars(dollars), which rounds to the nearest 25 GP below 500 GP and to the nearest 50 GP from 500 GP up. The family cash-out default is 100 GP per dollar (DEFAULT_FAMILY_SETTINGS.cashOut.gpPerDollar = GP_PER_DOLLAR). A family's saved rate still wins. Heroes only ever see GP; the Game Master may see "about $X at your family's rate".

2. The earn curve

Every path pays GP = 15 x d and AP = d, where d is the difficulty (the Fibonacci size). XP is unchanged on each path: the quest path pays 60, 120 and 220 XP for d1, d2 and d3 and a third of 220 per point after that, and the Do and Don't path pays 100 XP per point. The Do and Don't path pays 15 GP per effort point (DO_DONT_GP_PER_EFFORT).

d Name GP AP
1 Trivial 15 1
2 Simple 30 2
3 Easy 45 3
5 Moderate 75 5
8 Challenging 120 8
13 Difficult 195 13

The Quick Start seed for size 3 is 220 XP, 45 GP and 3 AP, so suggestedRewards carries on at 15 GP and 1 AP per point. rewardsFor pays d x 15 GP, and the temple quest paths call it. Chore pay is not cut.

These stay as they are: the battle formula, temple gold, room look and search GP, consumables (50, 75, 100, 200, and Farore's Wind at 500), and town services (heal 50, revive and bill 100, hotel 10 plus 5 per level).

3. Streak chests

The chests double: day 3 pays 20 GP, day 7 pays 50, day 14 pays 100 and day 30 pays 200, then 200 every 30 days. The first 30-day run pays 370 GP in chests.

4. The wallet ladder

The level gates do not change. The limits double from the first plan so the prices fit. An upgrade costs a fifth of the new limit.

Level Wallet limit Upgrade price
1 500 100
3 1,500 300
5 3,000 600
10 6,000 1,200
15 12,000 2,400
20 25,000 5,000
30 50,000 10,000

The $60 game (6,000 GP) opens at level 10. The Frost Treat (400 GP) fits the level 1 wallet. A saved gp.limit is never rewritten, and nextWalletUpgrade already finds the next tier above the current limit. A hero with no saved limit reads DEFAULT_WALLET_LIMIT and now sees 500.

The Game Master's price chips in the item wizard are 25, 50, 100, 250, 500, 1000, 2500, 5000 and 10000.

5. The reward price table

Price = dollars x 100, rounded by gpForDollars.

Reward Dollars GP
Sticker (new, used by Quick Start) $0.75 75
Sticker Sheet (new) $1 100
Candy Pouch (new) $1.50 150
Trading Card Pack (new) $5 500
Frost Treat $4 400
Boba Tea $6 600
Arcade Tokens $10 1,000
Merchant Trinket $10 1,000
Bookseller Tome $12 1,200
Picture Show $15 1,500
Taco Night $15 1,500
Sleepover $20 2,000
Pizza Night $25 2,500
Indie Video Game $30 3,000
Shopping Spree $30 3,000
Sushi Night $40 4,000
Salon and Spa $40 4,000
Lego Set $40 4,000
Tavern Feast $60 6,000
Major Video Game $60 6,000
New Bike $150 15,000

The 17 old presets above keep their ids and change only their price. Daddy Date Adventure leaves the shop (see section 7). Saved shop items are not deleted.

Quick Start sells the Sticker (75 GP) instead of the Frost Treat, so its rewards of 45, 75 and 90 GP all fit the 90 GP first evening. The Sticker Sheet is 100 GP and would not fit.

Catalog packs re-derive only their money-valued rewards: household Takeout Night is $40 (4,000 GP) and homeschool Field Trip is $30 (3,000 GP). Effort-only rewards (Pick the Movie, Skip-a-Chore) keep their prices.

6. The AP rule

AP is earned and counted in a window. It is never spent. A Power is cast with MP; AP only opens the gate. A gate is a tier of what the 6-year-old earns when AP = d: E_day 4, E_week 25 (rolling 168 hours) and E_month 100 (calendar month).

Window Gate range Tiers
Daily 3 to 10 Lite 3, Standard 4 to 5, Plus 6, Premium 8, Grand 10 (cap)
Weekly 20 to 60 Lite 20, Standard 30, Premium 40 to 50, Grand 60 (cap; spells reach 70 and 80)
Monthly 100 to 300 Standard 100, Premium 120 to 200, Legendary 300 (cap)

The mapping from the old numbers: daily = round(old / 6); weekly and monthly = old / 5, capped. Extra Recess (10 minutes) is the exception and drops to 20. MP costs do not change. AP proves effort, and MP (one free bed refill a day) limits casts. The custom Power default in customAbility.ts falls back from 100 to 5 AP (Daily Standard).

Family Powers (privilegePresets.ts)

Power Window Old AP New AP
Video Time Daily 20 3
Lantern Light Daily 20 3
House DJ Daily 20 3
TV Time Daily 25 4
Call a Friend Daily 25 4
Game On Daily 30 5
Tablet Time Daily 30 5
Remote Master Daily 30 5
Dusk Patrol Daily 30 5
Phone Time Daily 40 6
Free Roam Daily 40 6
Lazy Morning Weekly 100 20
Co-op Quest Weekly 150 30
Adventure Hour Weekly 200 40
Friend Hangout Weekly 250 50
Movie Marathon Monthly 600 120

School Powers

Power Window Old AP New AP
Headphones Daily 20 3
Learning Games Daily 25 4
Sit Anywhere Daily 25 4
Recess Plus Daily 25 4
Free Choice Daily 30 5
Extra Recess Weekly 150 20
Teacher's Chair Weekly 150 30

Break, fitness, household and workplace Powers

Power Window Old AP New AP
Scroll Break Daily 20 3
Power Nap Daily 25 4
Game Break Daily 40 6
Episode Break Daily 50 8
Guilt-free Gaming Daily 50 8
Recovery Soak Daily 30 5
Couch Quest Daily 40 6
Aux Cord Daily 20 3
First Shower Daily 25 4
Remote Control Weekly 100 20
Living Room Claim Weekly 250 50
Coffee Run Daily 20 3
Focus Shield Daily 60 10
Long Lunch Weekly 150 30
Learning Hour Weekly 150 30
Early Out Monthly 500 100

Real-life Powers (AbilityPresets.ts)

Power Window Old AP New AP
Captain's Seat Daily 50 8
Car DJ Daily 50 8
App Extension Weekly 100 20
Night Owl Weekly 150 30
Snooze Weekly 150 30
Extra Time Weekly 150 30
Portal Hour (irl-gaming-hour) Weekly 200 40
Quiet Day Weekly 200 40
Bard's Pick Weekly 250 50
Feast Decree Weekly 300 60
Trusted Hour Weekly 300 60
Guild Gathering Monthly 500 100
Day of Rest (irl-day-off) Monthly 1,000 200
King's Decree (irl-yes-day) Monthly 2,500 300
Daddy Date (irl-daddy-date, new) Weekly none 30

In-game spells (AbilityPresets.ts and hybridPresets.ts)

Level and class gates do not change. The Time Mage and Tech Mage spells follow the same rule.

Spell Old AP New AP
Slow 50 8
Quick Save 50 8
Haste 100 10
Debug 100 10
Stop 200 40
Overclock 250 50
Rewind 300 60
Quantum Computing 350 70
System Restore 400 80

7. Daddy Date becomes a Power

Daddy Date Adventure leaves REAL_REWARD_PRESETS and becomes a real-life Power preset, irl-daddy-date: weekly, 30 AP, 10 MP. A date with a parent is a privilege, not something bought with money, so it follows the Rewards versus Powers rule. Shop items a family already saved from the old preset are kept.

8. Worked examples

The 12-year-old does 4 chores of d1 and 2 of d2 a day, plus weekly chores of d2, d2 and d3. That earns 120 GP a day and about 945 GP a week (about $9.45). The $60 game costs 6,000 GP, so it takes about 6.3 weeks, a little less with streak chests. The Frost Treat (400 GP) takes under 4 days.

The 6-year-old does 3 chores of d1 a day and one weekly chore of d2. That earns 45 GP a day and 345 GP a week (about $3.45). A Sticker Sheet (100 GP) takes about 2 days, a Candy Pouch (150 GP) about 3 and a Frost Treat (400 GP) about 9 days. The $60 game is a very long reach on purpose.

On the AP side, the 12-year-old reaches 20 AP in a week by day 3 and 60 by day 7. The 6-year-old earns the daily Lite gate (3 AP) on a normal day and the weekly Lite gate (20 AP) by day 6.

9. Migration stance and the Rebalance action

Nothing in saved family data is migrated, rewritten or wiped. Only code presets and defaults change. A family keeps its old prices, AP gates, saved cash-out rate and saved wallet limits until the Game Master chooses otherwise.

The opt-in "Rebalance my shop and Powers" action lives in the Compendium, for the Game Master only. It lists only saved records whose id is a preset id and whose stored price or AP still equals the old preset default. It shows each change as old to new in a reveal prompt, with the controls in thumb reach, and applies only the rows the Game Master ticks. It offers the cash-out rate of 100 GP per dollar when the saved rate is 10, and it works per family. It never runs on load and never deletes anything.

10. Owner rulings (2026-10-28)

  1. The rate is 100 GP = $1 and every reward price is dollars x 100.
  2. Chore pay is GP = 15 x d and AP = d.
  3. The wallet ladder is 500, 1,500, 3,000, 6,000, 12,000, 25,000 and 50,000 with upgrades at a fifth of the limit.
  4. Quick Start sells a new 75 GP Sticker.
  5. The price chips are 25 up to 10000.
  6. The AP table above is approved for real-life Powers and in-game spells.
  7. The streak chests double.
  8. Daddy Date becomes the Power irl-daddy-date.
  9. The pack merge guard is declined. A pack reload keeps today's behaviour and replaces records by id.
  10. The Rebalance action stays, per family.
  11. The dollar values in the plan are accepted.

11. Out of this wave

These each need an owner ruling first: capping free-fight AP toward Power windows (a free fight pays 1 AP per beast against a 3 AP Lite gate), limiting the Monk, Martial Artist and Mystic win bonus to quest fights, a Savings Goal pinned in the Gold Bank, and whether a two-slot chore pays AP once or twice a day.

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