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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6041418" data-attributes="member: 1165"><p>To the first question, no. <strong>Adventuring</strong> is a money source. Crafting, which is time-consuming, becomes a hobby. Fred the Dwarf Fighter can craft armor well, but he only makes a mastercraft suit once per year, just to keep the edge on his skill. He won't even make it for WizMax his elf wizard "buddy" as crafting armor takes too long. WizMax could just buy it from a lesser craftsman who can put out armor of quality that is "good enough".</p><p></p><p>Of course, if your game has frequent breaks (eg adventures might be time-sensitive, but you only adventure every few months or years in-universe) then crafting has a place. But not really, since there's very little you can get out of mundane crafting other than feeling good. I don't think beating a DC 20 gives you anything good. (Eg if you can hit a Craft DC of 40, what does that give you? Nothing. Or at least nothing that's balanced.)</p><p></p><p>For the second, you need an entire subgame based around domain management, and that's actually harder than it looks. Not only is the economy not sensible (it's geared toward adventurers), but if the PCs start raking in the dough they want to spend that money on magic items and not on "business", making them OP and wrecking the scenario.</p><p></p><p>FATE and Mutants & Mastermind solved some of these issues, by making gear part of the character. (A FATE character has to spend an aspect/stunt on a piece of gear that makes them better. A sword costs nothing but money, but your grandfather's sword that you're so familiar with you get +1 to hit costs a stunt. A magic sword that also costs +1 to hit costs a stunt. I don't believe stunts stack, either.) Having said that, these are <strong>not</strong> realistic games. Why does Captain America have to give up his cool bodysuit in order to get a better shield? Game rules. It's got nothing to do with realism.</p><p></p><p>I think both systems let you "save points" so you can whip up an invention when needed, but again, you're paying character power for that, not money.</p><p></p><p></p><p></p><p>Gaming culture has evolved. Monsters actually use treasure, and dungeons now (usually) make sense. Goblins have gold because they've successfully raided the nearby community or merchant caravans. (If they <strong>haven't</strong> been doing that, then the PCs are simply going on a boring slaughtering expedition.) Many D&D adventures feature humanoids with class levels (or, in 4e, the equivalent).</p><p></p><p></p><p></p><p>I ran into issues in non-D&D games where heroes didn't adventure for cash. It turns out they didn't want to adventure at all. Often they became money-grubbing, and would ignore any plot hook that didn't have an immediate cash reward.</p><p></p><p></p><p></p><p>No. Leave it to the NPCs.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6041418, member: 1165"] To the first question, no. [b]Adventuring[/b] is a money source. Crafting, which is time-consuming, becomes a hobby. Fred the Dwarf Fighter can craft armor well, but he only makes a mastercraft suit once per year, just to keep the edge on his skill. He won't even make it for WizMax his elf wizard "buddy" as crafting armor takes too long. WizMax could just buy it from a lesser craftsman who can put out armor of quality that is "good enough". Of course, if your game has frequent breaks (eg adventures might be time-sensitive, but you only adventure every few months or years in-universe) then crafting has a place. But not really, since there's very little you can get out of mundane crafting other than feeling good. I don't think beating a DC 20 gives you anything good. (Eg if you can hit a Craft DC of 40, what does that give you? Nothing. Or at least nothing that's balanced.) For the second, you need an entire subgame based around domain management, and that's actually harder than it looks. Not only is the economy not sensible (it's geared toward adventurers), but if the PCs start raking in the dough they want to spend that money on magic items and not on "business", making them OP and wrecking the scenario. FATE and Mutants & Mastermind solved some of these issues, by making gear part of the character. (A FATE character has to spend an aspect/stunt on a piece of gear that makes them better. A sword costs nothing but money, but your grandfather's sword that you're so familiar with you get +1 to hit costs a stunt. A magic sword that also costs +1 to hit costs a stunt. I don't believe stunts stack, either.) Having said that, these are [b]not[/b] realistic games. Why does Captain America have to give up his cool bodysuit in order to get a better shield? Game rules. It's got nothing to do with realism. I think both systems let you "save points" so you can whip up an invention when needed, but again, you're paying character power for that, not money. Gaming culture has evolved. Monsters actually use treasure, and dungeons now (usually) make sense. Goblins have gold because they've successfully raided the nearby community or merchant caravans. (If they [b]haven't[/b] been doing that, then the PCs are simply going on a boring slaughtering expedition.) Many D&D adventures feature humanoids with class levels (or, in 4e, the equivalent). I ran into issues in non-D&D games where heroes didn't adventure for cash. It turns out they didn't want to adventure at all. Often they became money-grubbing, and would ignore any plot hook that didn't have an immediate cash reward. No. Leave it to the NPCs. [/QUOTE]
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