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<blockquote data-quote="Celebrim" data-source="post: 5357687" data-attributes="member: 4937"><p>D&D has always had broken economics and that's IMO probably its worst feature. </p><p></p><p>I can't give you any better resource than the 1e DMG, which spent a lot of time on the problem of player's with too much money. In a word, taxes. If economics start to be a problem, then the player's have to start living in a world with real economic issues - taxes, inflation, etc. It's not a perfect guide, as it tends to much toward player/DM competition, but its a good start.</p><p></p><p></p><p></p><p>Magic items are fun and useful, so don't expect your players to stop wanting them. My solution in the past has always been to offer the players one really nice magic item per character that is intended to offer them utility over the lifetime of the campaign as the character's iconic item, and to make non-consumable magic quite rare other than that. That is, don't be afraid to drop artifacts on your 1st level rogue halfling. Make use of legacy mechanics where items increase in power as the wielder does, emergent properties (new powers come about after certain actions activate them), of drawbacks, and of side effects to keep the balance manageable. Otherwise, go for the 'wow factor'.</p><p></p><p></p><p></p><p>I don't try to match game time to real world time. </p><p></p><p></p><p></p><p>I keep track of it when the players are away from civilization. When they are in civilization I just simply deduct a daily amount from their treasure to respresent small purchases. This amount scales with level.</p><p></p><p></p><p></p><p>I award XP secretly, so that the players don't know anyone else's XP unless the player wants to share. I don't generally explain where the numbers come from. If player's want to know, I tell them that XP is primarily based on participation, either in problem solving or role-playing. Most of the time, lower XP totals are due to players striking out on their own and doing 'their own thing'. In a few cases, they are due to a party sitting back and not taking any risks while one player is forced to deal with a problem entirely on their own. </p><p></p><p></p><p></p><p>Tactics is about two things primarily - weapons and terrain. You seem to have a good grasp of the weapons part of it, but your failure to mention terrain indicates you probably aren't using varied enough terrain in your encounters. If you have more than one fight on flat unobstructed ground per session, you are doing something wrong.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5357687, member: 4937"] D&D has always had broken economics and that's IMO probably its worst feature. I can't give you any better resource than the 1e DMG, which spent a lot of time on the problem of player's with too much money. In a word, taxes. If economics start to be a problem, then the player's have to start living in a world with real economic issues - taxes, inflation, etc. It's not a perfect guide, as it tends to much toward player/DM competition, but its a good start. Magic items are fun and useful, so don't expect your players to stop wanting them. My solution in the past has always been to offer the players one really nice magic item per character that is intended to offer them utility over the lifetime of the campaign as the character's iconic item, and to make non-consumable magic quite rare other than that. That is, don't be afraid to drop artifacts on your 1st level rogue halfling. Make use of legacy mechanics where items increase in power as the wielder does, emergent properties (new powers come about after certain actions activate them), of drawbacks, and of side effects to keep the balance manageable. Otherwise, go for the 'wow factor'. I don't try to match game time to real world time. I keep track of it when the players are away from civilization. When they are in civilization I just simply deduct a daily amount from their treasure to respresent small purchases. This amount scales with level. I award XP secretly, so that the players don't know anyone else's XP unless the player wants to share. I don't generally explain where the numbers come from. If player's want to know, I tell them that XP is primarily based on participation, either in problem solving or role-playing. Most of the time, lower XP totals are due to players striking out on their own and doing 'their own thing'. In a few cases, they are due to a party sitting back and not taking any risks while one player is forced to deal with a problem entirely on their own. Tactics is about two things primarily - weapons and terrain. You seem to have a good grasp of the weapons part of it, but your failure to mention terrain indicates you probably aren't using varied enough terrain in your encounters. If you have more than one fight on flat unobstructed ground per session, you are doing something wrong. [/QUOTE]
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