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<blockquote data-quote="AbdulAlhazred" data-source="post: 8151769" data-attributes="member: 82106"><p>Well, I suspect that in BitD the value of things is either mostly narrative, and/or defined in milieu/genre terms. So like you can 'develop a contact' or an 'ally' or something like that and it is a resource that can be invoked as part of the mechanics of the game at a later time with some fiction to validate it. Like later the PC could go back to whomever he gives the painting to and ask for help on something, and that would translate into some kind of benefit in the next 'job'. </p><p></p><p>I mean, D&D has this very concrete 'value system' where EVERYTHING is worth 'X gold pieces'. A player can say "well, a 10 gp painting is not worth much, I won't risk anything to get it." OTOH if you don't know what the gp value is, then there's no way to evaluate the risk in D&D. There could be 'narrative value' to something, but that's entirely undefined and can't easily be related to other things. </p><p></p><p>Likewise consequences. Classic D&D has no real way to measure that. There could be a poison trap, that's save or die. If there's a monster, the danger posed is hard to know for sure, a 4+4 hit die Ogre is a lot less dangerous than a 4 hit die ghoul, unless you're an elf or a cleric... BitD runs on clocks to a great extent, so that also adds a lot of concrete scaling of costs, ticking a clock is pretty straightforward.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8151769, member: 82106"] Well, I suspect that in BitD the value of things is either mostly narrative, and/or defined in milieu/genre terms. So like you can 'develop a contact' or an 'ally' or something like that and it is a resource that can be invoked as part of the mechanics of the game at a later time with some fiction to validate it. Like later the PC could go back to whomever he gives the painting to and ask for help on something, and that would translate into some kind of benefit in the next 'job'. I mean, D&D has this very concrete 'value system' where EVERYTHING is worth 'X gold pieces'. A player can say "well, a 10 gp painting is not worth much, I won't risk anything to get it." OTOH if you don't know what the gp value is, then there's no way to evaluate the risk in D&D. There could be 'narrative value' to something, but that's entirely undefined and can't easily be related to other things. Likewise consequences. Classic D&D has no real way to measure that. There could be a poison trap, that's save or die. If there's a monster, the danger posed is hard to know for sure, a 4+4 hit die Ogre is a lot less dangerous than a 4 hit die ghoul, unless you're an elf or a cleric... BitD runs on clocks to a great extent, so that also adds a lot of concrete scaling of costs, ticking a clock is pretty straightforward. [/QUOTE]
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