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<blockquote data-quote="Damon Griffin" data-source="post: 993635" data-attributes="member: 3568"><p>Increased productivity, increased crop yield and fabrication will tend to <strong>reduce</strong> prices, not increase them, so while you have made a true statement here, it's not an argument that supports the use of an inflated price list.</p><p></p><p></p><p></p><p>Again, true statement, but it assumes that large amounts of gold are steadily available. Prices should fluctuate as you've described if and when a large amount of cash is introduced into a smaller local economy; the standard across-the-board prices for goods and services in the DMG should not assume this is going on everywhere all the time.</p><p></p><p></p><p></p><p>This argument is specious, at least in part. The main complaint is that prices are too high. Lowering prices across the board does not complicate the system. Sadly, the prices don't appear to be consistent, so changing all 'gp' references to 'sp' will not give a correct result for everything. However, this only means that the problem is a bit harder to correct initially; once the corrections are made, the system won't be any more complex than it is right now.</p><p></p><p>The valid (non-specious) part of your third point is that the system would be made more complex if it took variable price fluctuations into account when adventurers show up to dump 70,000gp into an economy that normally produces 2500gp worth of goods and services per year for the entire village or town.</p><p></p><p>That part of the system certainly would have to be kept as simple as possible -- unrealistically so, I'm sure -- for ease of use, as you've pointed out. It would still be better than the current system, which entirely ignores the fact that prices will vary, and sets the regular prices far too high for over 99% of the population.</p></blockquote><p></p>
[QUOTE="Damon Griffin, post: 993635, member: 3568"] Increased productivity, increased crop yield and fabrication will tend to [B]reduce[/B] prices, not increase them, so while you have made a true statement here, it's not an argument that supports the use of an inflated price list. [B][/B] Again, true statement, but it assumes that large amounts of gold are steadily available. Prices should fluctuate as you've described if and when a large amount of cash is introduced into a smaller local economy; the standard across-the-board prices for goods and services in the DMG should not assume this is going on everywhere all the time. [B][/B] This argument is specious, at least in part. The main complaint is that prices are too high. Lowering prices across the board does not complicate the system. Sadly, the prices don't appear to be consistent, so changing all 'gp' references to 'sp' will not give a correct result for everything. However, this only means that the problem is a bit harder to correct initially; once the corrections are made, the system won't be any more complex than it is right now. The valid (non-specious) part of your third point is that the system would be made more complex if it took variable price fluctuations into account when adventurers show up to dump 70,000gp into an economy that normally produces 2500gp worth of goods and services per year for the entire village or town. That part of the system certainly would have to be kept as simple as possible -- unrealistically so, I'm sure -- for ease of use, as you've pointed out. It would still be better than the current system, which entirely ignores the fact that prices will vary, and sets the regular prices far too high for over 99% of the population. [/QUOTE]
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