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5E economics -The Peasants are revolting!
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<blockquote data-quote="M_Natas" data-source="post: 9520323" data-attributes="member: 7025918"><p>The problem with the 5e (and what I have seen 5.5e) economy is, that even the adventure economy is not explained.</p><p></p><p>What is the purpose of a game economy? To facilitate adventure and offer verisimilitude.</p><p></p><p>The discussion so far is more about realism vs. sumulatism of the game world. So more about how real the economy of the game world feels (and how that can be used for adventure hooks to some extent).</p><p></p><p>But I think the bigger problem is, that 5e and 5.5e also don't give DMs guidelines and help to just facilitate the Party Site of the economy. They just give a punch of prices (or price ranges for magic items) on the expense site and a bunch of tables for treasure on the income site.</p><p>Even the most basic "expected average gold per level if you use the treasure table" explanation is totally missing from the 2014 DMG and from what I have seen also from the 2024 DMG. And that is the minimum needed for DMs to make informed decisions. If the DM doesn't get a clue how much money are party is expected to make, he can't set prices accordingly and we end up with a million and one posts about "what can my players do with all their useless money?"</p><p></p><p>5e fails at a simulatinist approach and a gaming approach with money.</p><p>Like, with Monopoly, which is pure gamist, you know how, when and if to use money. You know the relative and absolute value of every street, house and hotel, at a glance. You know how much money you can expect and how much you have to pay.</p><p>5e utterly fails at that on the income level for the players (and the DM).</p><p></p><p>I'm myself more in the camp of simulationst- of Pro Verisimilitude- but he'll, I could live with complete gamist money rules, if they would actually work.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9520323, member: 7025918"] The problem with the 5e (and what I have seen 5.5e) economy is, that even the adventure economy is not explained. What is the purpose of a game economy? To facilitate adventure and offer verisimilitude. The discussion so far is more about realism vs. sumulatism of the game world. So more about how real the economy of the game world feels (and how that can be used for adventure hooks to some extent). But I think the bigger problem is, that 5e and 5.5e also don't give DMs guidelines and help to just facilitate the Party Site of the economy. They just give a punch of prices (or price ranges for magic items) on the expense site and a bunch of tables for treasure on the income site. Even the most basic "expected average gold per level if you use the treasure table" explanation is totally missing from the 2014 DMG and from what I have seen also from the 2024 DMG. And that is the minimum needed for DMs to make informed decisions. If the DM doesn't get a clue how much money are party is expected to make, he can't set prices accordingly and we end up with a million and one posts about "what can my players do with all their useless money?" 5e fails at a simulatinist approach and a gaming approach with money. Like, with Monopoly, which is pure gamist, you know how, when and if to use money. You know the relative and absolute value of every street, house and hotel, at a glance. You know how much money you can expect and how much you have to pay. 5e utterly fails at that on the income level for the players (and the DM). I'm myself more in the camp of simulationst- of Pro Verisimilitude- but he'll, I could live with complete gamist money rules, if they would actually work. [/QUOTE]
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