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*Dungeons & Dragons
Building costs in 4th Edition
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<blockquote data-quote="Saeviomagy" data-source="post: 5681784" data-attributes="member: 5890"><p>I would heartily recommend having it not matter. If you assign a gold price to buildings (and sailing ships and all manner of non-adventuring things), then you give the DM a dilemma.</p><p></p><p>If he doesn't give the PCs more money, they spend all their cash on the tower and end up without sufficient equipment for their level, and the basic assumptions of the game start to break down, leading to you, the DM, having to adjust the game by hand instead of being able to use the quite effective tools that the game provides.</p><p></p><p>Alternately, you give the PCs more money and then they decide not to buy the tower after all, instead buying more equipment. Again - game balance suffers and your task becomes more difficult.</p><p></p><p>There's basically 3 solutions: either make it so that adventuring gear and fluff are bought with different resources OR limit how adventuring gear may be acquired OR make all your fluff into crunch.</p><p></p><p>For the first, simply keep adventuring gear being bought with gold and make fluff require other things. If you want to build a keep, you'll need the right to build it, land, a quarry, workers, men to defend it etc, most of which wouldn't usually be bought with gold in the average medieval society. I mean sure you have wages to pay, but they're a pittance compared with the average magical weapon, and no amount of money will get you land without political influence.</p><p></p><p>Easy solution there.</p><p></p><p>The second one is achieved through some major tweaking of the magic item rarity rules. Once you've bought an item for every slot that there's an item for, you're done spending cash on adventuring. So simply go through and cut the common items down so that it's not possible for the party to spend more than the baseline treasure amounts on, then give them mountains of gold. Inherent bonuses make this easier, because then you don't have to have ANY common items in the game at all.</p><p></p><p>The third has a hard way and an easy way. The easy way is to simply repay the PCs all the cash they invest into their keep. They buy and staff a forge for 10k? Their resident smith insists on upgradeing a weapon to the tune of 10k. They build an orphanage? They get a boon from the goddess of mercy equal to it's cost. Essentially money they spend on the keep becomes random loot.</p><p></p><p>The hard way is to tie their expenses into the story in such a way that they get their money's worth. For a baseline work out what magical items they could have bought and then give them encounters in and around their fortress with big enough home-turf bonuses to mirror those items.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5681784, member: 5890"] I would heartily recommend having it not matter. If you assign a gold price to buildings (and sailing ships and all manner of non-adventuring things), then you give the DM a dilemma. If he doesn't give the PCs more money, they spend all their cash on the tower and end up without sufficient equipment for their level, and the basic assumptions of the game start to break down, leading to you, the DM, having to adjust the game by hand instead of being able to use the quite effective tools that the game provides. Alternately, you give the PCs more money and then they decide not to buy the tower after all, instead buying more equipment. Again - game balance suffers and your task becomes more difficult. There's basically 3 solutions: either make it so that adventuring gear and fluff are bought with different resources OR limit how adventuring gear may be acquired OR make all your fluff into crunch. For the first, simply keep adventuring gear being bought with gold and make fluff require other things. If you want to build a keep, you'll need the right to build it, land, a quarry, workers, men to defend it etc, most of which wouldn't usually be bought with gold in the average medieval society. I mean sure you have wages to pay, but they're a pittance compared with the average magical weapon, and no amount of money will get you land without political influence. Easy solution there. The second one is achieved through some major tweaking of the magic item rarity rules. Once you've bought an item for every slot that there's an item for, you're done spending cash on adventuring. So simply go through and cut the common items down so that it's not possible for the party to spend more than the baseline treasure amounts on, then give them mountains of gold. Inherent bonuses make this easier, because then you don't have to have ANY common items in the game at all. The third has a hard way and an easy way. The easy way is to simply repay the PCs all the cash they invest into their keep. They buy and staff a forge for 10k? Their resident smith insists on upgradeing a weapon to the tune of 10k. They build an orphanage? They get a boon from the goddess of mercy equal to it's cost. Essentially money they spend on the keep becomes random loot. The hard way is to tie their expenses into the story in such a way that they get their money's worth. For a baseline work out what magical items they could have bought and then give them encounters in and around their fortress with big enough home-turf bonuses to mirror those items. [/QUOTE]
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