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<blockquote data-quote="Someone" data-source="post: 2883091" data-attributes="member: 5656"><p>No. By "making a mess out of craft time creation" etc I mean calculating it becomes more difficult, not that it fluctuates, as I actually say in my post. You were, IMO, the one suggesting that given how XP and time is tied to gold coins, you can´t change gold coin value without kicking In Game Cosmic Order in the balls. Imagine what would happen if the party´s wizard convinces the king to make gold coins ten times heavier! He would make items for 1/10th of the XP cost!</p><p></p><p></p><p></p><p>There are other approaches, one of them is Imp´s one: supposing that inflation and such things exist but you don´t care about them and instead dedicate your valuable free time to more constructive things, like making your player character´s lives miserable. Inflation may appear, perhaps, in DMG VII, but I don´t see a core rulebook including rules for that.</p><p></p><p>Also, "X it´s dificult to calculate" doesn´t make Y true by default, as we agree. At least you changed your position from this: </p><p></p><p></p><p></p><p>Now, it´s just a matter of DM´s work, not that if you play D&D your worlds <em>must</em> have Aristotelian economics. </p><p></p><p>I´d like to recap about this:</p><p></p><p></p><p></p><p>D&D rules support a whole lot of crazy things. For example, there´s no way to break a bone or lose a limb in a fight. Horses have a 10 ft x 10 ft face. You can break a 20 ft thick stone wall with a wooden, nonmagical quarterstaff f you´re strong enough, and the quarterstaff won´t suffer damage.</p><p></p><p>There are other things. People can turn invisible and throw fireballs. Dragons the size of a tower can fly. There are people as strong as a giant.</p><p></p><p>Actually, they support even more things: people can walk and speak, things normally fall downwards.</p><p></p><p>Now, we can make a ludicrousness scale, starting with Real Life physics and finishing with Fat Horse realities. The trick is where to draw the line on that scale and decide where the game designers intended to make all D&D world as it is, and where they just make the ruling that way because it was just easier or more balanced. They supposed horses and riders would turn around a lot, hence the square facing. Recording weapon damage when striking hard surfaces would be boring and take game time, therefore they didn´t include it. It´s more fun if your character remains whole for the entire campaing, therefore we´ll jus toetip around that and left critical hit charts for other game systems.</p><p></p><p>And, IMO, falling damage is linear because... well, imagine what if not. What do you want, a formula with G, player character sphericity and air viscosity? And not all settigns adscribe to the 4 elements cosmology (which are a matter of flavor more than rules) and also we already have a plethora of different elementals in official monster books so big that those greek philosophers must be rolling in their graves.</p></blockquote><p></p>
[QUOTE="Someone, post: 2883091, member: 5656"] No. By "making a mess out of craft time creation" etc I mean calculating it becomes more difficult, not that it fluctuates, as I actually say in my post. You were, IMO, the one suggesting that given how XP and time is tied to gold coins, you can´t change gold coin value without kicking In Game Cosmic Order in the balls. Imagine what would happen if the party´s wizard convinces the king to make gold coins ten times heavier! He would make items for 1/10th of the XP cost! There are other approaches, one of them is Imp´s one: supposing that inflation and such things exist but you don´t care about them and instead dedicate your valuable free time to more constructive things, like making your player character´s lives miserable. Inflation may appear, perhaps, in DMG VII, but I don´t see a core rulebook including rules for that. Also, "X it´s dificult to calculate" doesn´t make Y true by default, as we agree. At least you changed your position from this: Now, it´s just a matter of DM´s work, not that if you play D&D your worlds [i]must[/i] have Aristotelian economics. I´d like to recap about this: D&D rules support a whole lot of crazy things. For example, there´s no way to break a bone or lose a limb in a fight. Horses have a 10 ft x 10 ft face. You can break a 20 ft thick stone wall with a wooden, nonmagical quarterstaff f you´re strong enough, and the quarterstaff won´t suffer damage. There are other things. People can turn invisible and throw fireballs. Dragons the size of a tower can fly. There are people as strong as a giant. Actually, they support even more things: people can walk and speak, things normally fall downwards. Now, we can make a ludicrousness scale, starting with Real Life physics and finishing with Fat Horse realities. The trick is where to draw the line on that scale and decide where the game designers intended to make all D&D world as it is, and where they just make the ruling that way because it was just easier or more balanced. They supposed horses and riders would turn around a lot, hence the square facing. Recording weapon damage when striking hard surfaces would be boring and take game time, therefore they didn´t include it. It´s more fun if your character remains whole for the entire campaing, therefore we´ll jus toetip around that and left critical hit charts for other game systems. And, IMO, falling damage is linear because... well, imagine what if not. What do you want, a formula with G, player character sphericity and air viscosity? And not all settigns adscribe to the 4 elements cosmology (which are a matter of flavor more than rules) and also we already have a plethora of different elementals in official monster books so big that those greek philosophers must be rolling in their graves. [/QUOTE]
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