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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="Igwilly" data-source="post: 7078908" data-attributes="member: 6801225"><p>Well, yeah, it’s the book price, not resale price.</p><p></p><p>I’ve faced this question, too: 1e books specifically tells you the prices there are hyper-inflated by a sudden burst of money coming in. “Oh my, those adventurers found a huge pile of cash! Put two zeroes on those prices! No, to the right, not left!” Which kind of makes sense, but complicates the game – and its extrapolation – too much.</p><p></p><p>I would love to know if anyone here has a full-thought out fix to economy for 2e or 4e, but here’s what I’ll be using – inspired heavily by Final Fantasy:</p><p></p><p>1) Convert 1 gp -> 1 gil.</p><p>2) Only follow the important prices: magic items, craft costs, spell research, anything that actually is relevant to the average adventuring party.</p><p>3) Limit the number of magic items players can equip at once. I’m talking about 5-6. Carried items are another matter, but it shouldn’t be terribly easy to un-equip one and equip other.</p><p>4) Decide how much magic is prevalent in your world, and make the rest of prices with that as a guideline. If your world is full of magic items, things like an inn room or a meal should be more costly. If magic is rarer then the prices can be lower. Good sense is vital here.</p><p>5) The actual coinage system is up to you, but I wouldn’t actually make gold pieces worth 1 gil. Perhaps silver or copper ones.</p><p>Honestly, I haven’t actually used this yet, but I plan to, and I think it’s a good plan. I would love more feedback on this, though.</p><p></p><p>Edit: I just remembered that, in 2e, you usually cannot buy magic items, but the idea still holds.</p></blockquote><p></p>
[QUOTE="Igwilly, post: 7078908, member: 6801225"] Well, yeah, it’s the book price, not resale price. I’ve faced this question, too: 1e books specifically tells you the prices there are hyper-inflated by a sudden burst of money coming in. “Oh my, those adventurers found a huge pile of cash! Put two zeroes on those prices! No, to the right, not left!” Which kind of makes sense, but complicates the game – and its extrapolation – too much. I would love to know if anyone here has a full-thought out fix to economy for 2e or 4e, but here’s what I’ll be using – inspired heavily by Final Fantasy: 1) Convert 1 gp -> 1 gil. 2) Only follow the important prices: magic items, craft costs, spell research, anything that actually is relevant to the average adventuring party. 3) Limit the number of magic items players can equip at once. I’m talking about 5-6. Carried items are another matter, but it shouldn’t be terribly easy to un-equip one and equip other. 4) Decide how much magic is prevalent in your world, and make the rest of prices with that as a guideline. If your world is full of magic items, things like an inn room or a meal should be more costly. If magic is rarer then the prices can be lower. Good sense is vital here. 5) The actual coinage system is up to you, but I wouldn’t actually make gold pieces worth 1 gil. Perhaps silver or copper ones. Honestly, I haven’t actually used this yet, but I plan to, and I think it’s a good plan. I would love more feedback on this, though. Edit: I just remembered that, in 2e, you usually cannot buy magic items, but the idea still holds. [/QUOTE]
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