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General Tabletop Discussion
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Abstract Wealth Systems - yes or no?
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<blockquote data-quote="jdrakeh" data-source="post: 2770432" data-attributes="member: 13892"><p>I'm not sure why abstract wealth wouldn't work - I mean, everything else in most RPGs (including D&D) is <em>extremely</em> abstract as it stands (hit points, base attack bonus, armor class, ad infinitum). I've always found it odd that people who are slavishly devoted to playing games that are, for all intents and purposes, exercises in extreme abstraction get hung up on a little thing like not tracking individual coins <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So, yeah - I say bring wealth into line with other RPG mechanics. Make wealth as abstract as possible. Coin counting in games that aren't (even ostensibly) about counting coins makes very little sense. I mean, if somebody were publishing Stingy Banker d20 or something, then there <em>might</em> be an argument for including detailed currency counting rules... but in a game about high adventure where a character's physical abilities are represented by numerical values and their actions by dice rolls? </p><p></p><p>Abstract methods of dealing with wealth make a <em>lot</em> of sense for most RPGs, so I've always thought it somewhat odd that only a handful of RPGs actually employ such abstraction where character finances are concerned.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 2770432, member: 13892"] I'm not sure why abstract wealth wouldn't work - I mean, everything else in most RPGs (including D&D) is [i]extremely[/i] abstract as it stands (hit points, base attack bonus, armor class, ad infinitum). I've always found it odd that people who are slavishly devoted to playing games that are, for all intents and purposes, exercises in extreme abstraction get hung up on a little thing like not tracking individual coins :) So, yeah - I say bring wealth into line with other RPG mechanics. Make wealth as abstract as possible. Coin counting in games that aren't (even ostensibly) about counting coins makes very little sense. I mean, if somebody were publishing Stingy Banker d20 or something, then there [i]might[/i] be an argument for including detailed currency counting rules... but in a game about high adventure where a character's physical abilities are represented by numerical values and their actions by dice rolls? Abstract methods of dealing with wealth make a [i]lot[/i] of sense for most RPGs, so I've always thought it somewhat odd that only a handful of RPGs actually employ such abstraction where character finances are concerned. [/QUOTE]
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