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What's the point of gold?
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<blockquote data-quote="Charlaquin" data-source="post: 7519943" data-attributes="member: 6779196"><p>Aye, but it’s less work for the DM when mechanics are invented by the game designers instead of by themselves, and options with hard-coded mechanics are often more appealing to players than being forced to rely on DM fiat.</p><p></p><p></p><p>If you think that people who desired more robust mechanics did not exist simply because you didn’t encounter them, you are fooling yourself. What’s the saying about D&D spawning a million game designers who all wanted to make D&D with one thing changed? There have always been, and will always be, people dissatisfied with any set of RPG rules.</p><p></p><p></p><p>Indeed, DMing is a lot of work. But adjudicating rules laid down by the game designers is generally less work than inventing rules from scratch.</p><p></p><p></p><p>There is a world of difference between acknowledgment and support. The 5e rules acknowledge the option of magic marts. They do almost nothing to support that option.</p><p></p><p></p><p>There’s a difference between the game not going where you move it, and “whatever you do is what the story is about.” And a railroad is only a problem when you don’t want to be going where it’s taking you.</p><p></p><p></p><p>Well, yeah, at that point it’s your job as the DM to change course, as you don’t want to be running an adventure your players aren’t interested in. Again, that’s very different from letting the players take the helm. You say you wouldn’t want purely reactive players, and I agree, but I also wouldn’t want )and wouldn’t want to be) a purely reactive DM.</p><p></p><p></p><p>Great. Then if I’m in your game, I’m not wasting my money on lifestyles. I’ll go with Squallid, or subsist off the land with Survival, because if the more expensive lifestyles aren’t useful to me in the fun part of the game, then I’ll save my resources for something that is. Which means pretty much once I’ve bought the best armor in the category of my choice, I don’t have much to spend my gold on. A few silver here and there to restock on ammunition and rations, maybe. Maybe a few copper for lamp oil if I don’t have darkvision. And then the rest is pretty much useless to me. I guess I can bribe guards with fistfuls of platinum, because what the hell else am I doing with this money? </p><p></p><p>Can you not see how, if you have even one player who feels this way, your game’s economy has a problem?</p><p></p><p></p><p>See, now we’re talking. This is the kind of thing the book needs to be explicit about if it wants a not insignificant portion of players (and DMs) to care about downtime expenses.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7519943, member: 6779196"] Aye, but it’s less work for the DM when mechanics are invented by the game designers instead of by themselves, and options with hard-coded mechanics are often more appealing to players than being forced to rely on DM fiat. If you think that people who desired more robust mechanics did not exist simply because you didn’t encounter them, you are fooling yourself. What’s the saying about D&D spawning a million game designers who all wanted to make D&D with one thing changed? There have always been, and will always be, people dissatisfied with any set of RPG rules. Indeed, DMing is a lot of work. But adjudicating rules laid down by the game designers is generally less work than inventing rules from scratch. There is a world of difference between acknowledgment and support. The 5e rules acknowledge the option of magic marts. They do almost nothing to support that option. There’s a difference between the game not going where you move it, and “whatever you do is what the story is about.” And a railroad is only a problem when you don’t want to be going where it’s taking you. Well, yeah, at that point it’s your job as the DM to change course, as you don’t want to be running an adventure your players aren’t interested in. Again, that’s very different from letting the players take the helm. You say you wouldn’t want purely reactive players, and I agree, but I also wouldn’t want )and wouldn’t want to be) a purely reactive DM. Great. Then if I’m in your game, I’m not wasting my money on lifestyles. I’ll go with Squallid, or subsist off the land with Survival, because if the more expensive lifestyles aren’t useful to me in the fun part of the game, then I’ll save my resources for something that is. Which means pretty much once I’ve bought the best armor in the category of my choice, I don’t have much to spend my gold on. A few silver here and there to restock on ammunition and rations, maybe. Maybe a few copper for lamp oil if I don’t have darkvision. And then the rest is pretty much useless to me. I guess I can bribe guards with fistfuls of platinum, because what the hell else am I doing with this money? Can you not see how, if you have even one player who feels this way, your game’s economy has a problem? See, now we’re talking. This is the kind of thing the book needs to be explicit about if it wants a not insignificant portion of players (and DMs) to care about downtime expenses. [/QUOTE]
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