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General Tabletop Discussion
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On character wealth an d game balance
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<blockquote data-quote="Celebrim" data-source="post: 7078801" data-attributes="member: 4937"><p>a) It's book price, not resale price.</p><p></p><p>b) D&D economy by the book has always been a mess from a realism perspective, dating back to 1e when Gygax created one economy to punish the PC's and another economy for NPC's based on historical realism. I could write pages on what it takes to fix it.</p><p></p><p>c) In every version of D&D, you couldn't really speak about balance or challenge across tables because differences in available equipment have always made such a huge difference in survivability and capability. Depending on the gear, in 1e AD&D a party at 10th level could dispatch everything in the game with ease, or else at 16th level might still struggle to stay alive against tier X encounters (and probably never reached that level in the first place). Same sort of things implies to 3e for a party that lacks crafting feats.</p><p></p><p>d) In your case, doubled wealth is probably equivalent to +1 ECL.</p><p></p><p>e) I'm very old school, and though I play a variant of 3.X, I don't use the wealth by level tables at all. Players have the opportunity to find treasures I think are cool and appropriate to the dungeon, and I try to follow the rule that resources that the players need to meet challenges they are expected to face are out there somewhere. Whether they ultimately find these items is up to them (my current group is terrible at looting). I maintain only a lose hand on wealth, both because it's not wealth that's actually dangerous but fungible wealth and because wealth is a particularly terrible marker of utility - as any CharOp board quickly reveals. You can improve the relationship between utility and wealth compared to the default RAW, but you probably can never make it perfect.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7078801, member: 4937"] a) It's book price, not resale price. b) D&D economy by the book has always been a mess from a realism perspective, dating back to 1e when Gygax created one economy to punish the PC's and another economy for NPC's based on historical realism. I could write pages on what it takes to fix it. c) In every version of D&D, you couldn't really speak about balance or challenge across tables because differences in available equipment have always made such a huge difference in survivability and capability. Depending on the gear, in 1e AD&D a party at 10th level could dispatch everything in the game with ease, or else at 16th level might still struggle to stay alive against tier X encounters (and probably never reached that level in the first place). Same sort of things implies to 3e for a party that lacks crafting feats. d) In your case, doubled wealth is probably equivalent to +1 ECL. e) I'm very old school, and though I play a variant of 3.X, I don't use the wealth by level tables at all. Players have the opportunity to find treasures I think are cool and appropriate to the dungeon, and I try to follow the rule that resources that the players need to meet challenges they are expected to face are out there somewhere. Whether they ultimately find these items is up to them (my current group is terrible at looting). I maintain only a lose hand on wealth, both because it's not wealth that's actually dangerous but fungible wealth and because wealth is a particularly terrible marker of utility - as any CharOp board quickly reveals. You can improve the relationship between utility and wealth compared to the default RAW, but you probably can never make it perfect. [/QUOTE]
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