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General Tabletop Discussion
*Pathfinder & Starfinder
Abilities and Hit Points: Thoughts
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<blockquote data-quote="Dausuul" data-source="post: 5920178" data-attributes="member: 58197"><p>The steadiness or unsteadiness of the gold supply is not determined by the ruleset. If the players are clever at getting gold, there will be a steady supply of gold, no matter what edition you're playing.</p><p></p><p></p><p></p><p>In other words, you expect the DM to go to a lot of extra work, to deprive the PCs of the money they fairly won, purely in order to enforce game balance? Ick.</p><p></p><p>D&D has resources that are easily controlled by the DM, such as XP. Gold is not one of those resources, because it is part of the game world and subject to the game world's internal logic. There is an element of long-term management, you're correct as far as that goes, but the game cannot and should not assume that the money available to PCs is limited to a particular level. If the party has a stash of 10K gold, then 25 gold pieces for a healing potion is a trivial expense requiring little or no thought.</p><p></p><p>Again, look to 3E, where a <em>wand of cure light wounds</em> cost 750 gold pieces for 50 charges. In campaigns where you could buy such things off the rack, the long-term management aspect of hit points and injury evaporated as soon as the party could afford one. Then consider the consequences in the larger game world of such easy healing.</p><p></p><p>This is why I don't want gold to be a major adventuring resource in D&D. Gold should be the currency of interaction with the game world--used for bribes, for strongholds, for hirelings. Adventuring should be primarily about innate PC resources, such as spells and hit points.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5920178, member: 58197"] The steadiness or unsteadiness of the gold supply is not determined by the ruleset. If the players are clever at getting gold, there will be a steady supply of gold, no matter what edition you're playing. In other words, you expect the DM to go to a lot of extra work, to deprive the PCs of the money they fairly won, purely in order to enforce game balance? Ick. D&D has resources that are easily controlled by the DM, such as XP. Gold is not one of those resources, because it is part of the game world and subject to the game world's internal logic. There is an element of long-term management, you're correct as far as that goes, but the game cannot and should not assume that the money available to PCs is limited to a particular level. If the party has a stash of 10K gold, then 25 gold pieces for a healing potion is a trivial expense requiring little or no thought. Again, look to 3E, where a [I]wand of cure light wounds[/I] cost 750 gold pieces for 50 charges. In campaigns where you could buy such things off the rack, the long-term management aspect of hit points and injury evaporated as soon as the party could afford one. Then consider the consequences in the larger game world of such easy healing. This is why I don't want gold to be a major adventuring resource in D&D. Gold should be the currency of interaction with the game world--used for bribes, for strongholds, for hirelings. Adventuring should be primarily about innate PC resources, such as spells and hit points. [/QUOTE]
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