Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Fantasy World Economics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="fusangite" data-source="post: 1930120" data-attributes="member: 7240"><p>I'm not sure there is any "doing it" entailed in the absolute value system. My point was simply that if you play based on the rules in the book where prices never vary, it is easier than creating an economic simulation model. Aren't you in greater danger of exploitation/breakage with your proposed system by pegging item creation XP and spell costs to fluctuating prices? It seems problematic to me that the XP costs of a magic item could be reduced by glutting/flooding the market with certain materials.</p><p></p><p></p><p></p><p>How does your physics hang together? How is magic explained/understood?</p><p></p><p></p><p></p><p>I'm not making a statement about the conscious intent of the writers of D&D; I think certain things were not really thought-through when it comes to economics and the like. I just tend to build worlds/rules where the physics/social science are not on a collision course with the rules. I run games with absolute value to simplify things -- while your supply and demand model, as you point out above, presents horrendous complexity factoring in political, cultural and material concerns, my "play by the book" rule doesn't have to worry about any of those things. Things are worth what WOTC says they are worth all the time and it's backed up by a single coherent system of both hard and social sciences.</p><p></p><p></p><p></p><p>I think this is where we see things differently. For me, realism comes from internal consistency not from similarity to real life. Your system, interesting as it is, is actually less internally consistent than a strict Aristotelian reading of the rules. The way that your economics provide realism is by making things more similar to the real world at the expense of internal consistency. This kind of realism is very popular so I think some people will find your ideas useful but I think you should really re-examine whether your addition to the rules produces a more internally consistent economics for the game.</p></blockquote><p></p>
[QUOTE="fusangite, post: 1930120, member: 7240"] I'm not sure there is any "doing it" entailed in the absolute value system. My point was simply that if you play based on the rules in the book where prices never vary, it is easier than creating an economic simulation model. Aren't you in greater danger of exploitation/breakage with your proposed system by pegging item creation XP and spell costs to fluctuating prices? It seems problematic to me that the XP costs of a magic item could be reduced by glutting/flooding the market with certain materials. How does your physics hang together? How is magic explained/understood? I'm not making a statement about the conscious intent of the writers of D&D; I think certain things were not really thought-through when it comes to economics and the like. I just tend to build worlds/rules where the physics/social science are not on a collision course with the rules. I run games with absolute value to simplify things -- while your supply and demand model, as you point out above, presents horrendous complexity factoring in political, cultural and material concerns, my "play by the book" rule doesn't have to worry about any of those things. Things are worth what WOTC says they are worth all the time and it's backed up by a single coherent system of both hard and social sciences. I think this is where we see things differently. For me, realism comes from internal consistency not from similarity to real life. Your system, interesting as it is, is actually less internally consistent than a strict Aristotelian reading of the rules. The way that your economics provide realism is by making things more similar to the real world at the expense of internal consistency. This kind of realism is very popular so I think some people will find your ideas useful but I think you should really re-examine whether your addition to the rules produces a more internally consistent economics for the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Fantasy World Economics
Top