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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e, The economy fixed??
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<blockquote data-quote="Lord Sessadore" data-source="post: 4569682" data-attributes="member: 57255"><p>Please don't read this as snarky, it's not intended to be. I'm just pointing out what I see as flaws in your statements, nothing personal. </p><p></p><p>"Rarity in the market, ease of manufacture, and marketability" - that's what actually comprise the monetary value of an item in the real world economy (ie - that thing that you want 4e's economy to approximate). That is the <em>definition</em> of value in an economy, it isn't just what it the raw materials cost to produce the item. Raw material cost + time and skill required to manufacture + rarity + demand = a price in a 'real' economy. I'm not exactly sure what you are thinking 'price' and 'value' are determined by. </p><p></p><p>I just find it interesting that what is essentially being said is, "the given market prices in 4e represent the market prices of these items," and then the suggestion to rename gp to 'wealth points'. Gold pieces are currency, and currency is a standard of wealth. So basically all you've suggested is giving gold pieces a fancy name. Please, if I'm missing something, point it out, because that seems a little convoluted.</p><p></p><p>A little thought exercise: given the proper cost for materials, supply & demand of the skill needed to manufacture, and supply & demand for finished product, any currency amount is plausible as the cost for an item. The only reason people say that the pricing scheme of RPGs aren't accurate is because they don't line up with their assumptions as to the values of those three (or 5, depending on your perspective) things. For example, the alchemical items you spoke of: if you assume that no one wants them, alchemists (skilled labour) are all over the place (flooding the market with alchemical items), and materials are cheap, the 'price' for those items will be low. Conversely, if alchemists are very rare (low supply), and materials are very expensive, then the price skyrockets. Any price is plausible if your assumptions go in the right direction. If, all of a sudden, EVERYONE ON THE PLANET NEEDS A TOWEL NOW!!! (caps to emphasize the urgency of the demand <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />), and they cannot wait until tomorrow, the price of towels will skyrocket. If demand stays that far above supply, the price will stay high, until demand goes down or supply catches up. Simple econ, people <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Lord Sessadore, post: 4569682, member: 57255"] Please don't read this as snarky, it's not intended to be. I'm just pointing out what I see as flaws in your statements, nothing personal. "Rarity in the market, ease of manufacture, and marketability" - that's what actually comprise the monetary value of an item in the real world economy (ie - that thing that you want 4e's economy to approximate). That is the [I]definition[/I] of value in an economy, it isn't just what it the raw materials cost to produce the item. Raw material cost + time and skill required to manufacture + rarity + demand = a price in a 'real' economy. I'm not exactly sure what you are thinking 'price' and 'value' are determined by. I just find it interesting that what is essentially being said is, "the given market prices in 4e represent the market prices of these items," and then the suggestion to rename gp to 'wealth points'. Gold pieces are currency, and currency is a standard of wealth. So basically all you've suggested is giving gold pieces a fancy name. Please, if I'm missing something, point it out, because that seems a little convoluted. A little thought exercise: given the proper cost for materials, supply & demand of the skill needed to manufacture, and supply & demand for finished product, any currency amount is plausible as the cost for an item. The only reason people say that the pricing scheme of RPGs aren't accurate is because they don't line up with their assumptions as to the values of those three (or 5, depending on your perspective) things. For example, the alchemical items you spoke of: if you assume that no one wants them, alchemists (skilled labour) are all over the place (flooding the market with alchemical items), and materials are cheap, the 'price' for those items will be low. Conversely, if alchemists are very rare (low supply), and materials are very expensive, then the price skyrockets. Any price is plausible if your assumptions go in the right direction. If, all of a sudden, EVERYONE ON THE PLANET NEEDS A TOWEL NOW!!! (caps to emphasize the urgency of the demand ;)), and they cannot wait until tomorrow, the price of towels will skyrocket. If demand stays that far above supply, the price will stay high, until demand goes down or supply catches up. Simple econ, people ;) [/QUOTE]
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