My point is (and for somewhere over 1000 posts in the thread has been) that there are also other ways to run D&D. And that in some of those other ways the techniques you suggest are not helpful. For those running D&D in those other ways, other sorts of advice is required.
If we need both other approaches and different mechanics to achieve the desired playstyle, I suggest it is not the playstyle intended by the authors of the specific game. You consistently refer to how mechanics work in other games. The mechanics of other games has no relevance to the balance between classes in D&D (see thread title). If the mechanics and style of another game is preferred, the answer is to play that other game. Alternatively, one can write one’s own game (whether from whole cloth, by altering mechanics of an existing game, or by blending mechanics of various games). But this departs wholesale from any balance within the specific game under discussion.
So, for instance, if the style of play is one in which the GM's job is "to go where the action is", then it would be a GMing error to create challenges around the selling of the loot, if the selling of the loot was merely a procedural matter that had no dramatic or thematic weight.
To me, if selling the loot is merely a procedural matter, we don’t play it out. By choosing to play it out, at least in my view, the GM undertakes to make the challenge of selling loot a point “where the action is” in itself. The error, to me, is for the players to assume that the game must jump from one player/PC objective to the next in linear fashion, and that the players must have complete knowledge of what will take place next, how any given scene may be relevant, etc. The PC’s do not know everything. To better play my PC, I also do not need, or even want, to know everything.
Why do we nevertheless play it out? Because D&D has no abstracted rules for selling loot, and so there is no canonical way for resolving loot sales other than playing it out. Contrast Classic Traveller, which does have abstracted rules for buying and selling.
Seems to me 3e has some pretty good abstract rules. If we want to simply apply the rules that the purchase prices are what equipment sells for, loot can be sold for half its price and the size of the settlement determines the value of both goods for sale and wealth for purchase, we’ve abstracted it pretty well.
But if part of the theme of the adventure, or the campaign, is that the PC’s are outsiders in an insular community, that theme may in part be represented by reduced willingness to trade with them, higher prices to purchase goods and reduced prices on selling them. We choose what to play out and what to abstract.
As for your suggestion that, in my earlier post, I have engaged in the strawmanning of "every suggestion that the PC’s cannot simply dictate every turn of events in the game world [being] interpreted as a complete inability of any action of the players to have any impact on the game world", I was simply responding to @Ahnehnois 's claims that "the point of any spell or skill or rule is not to give a player the ability to dictate any part of the narrative" and that "it's for the DM to decide what's in the world and how people behave." If those claims are true then the players cannot, simply via application of the game mechanics, have any impact on the game world. Furthermore, unless his posting has been rather misleading, I believe that this is exactly how Ahnehnois runs his game: the game mechanics are merely some sort of input into the GM's decision-making process as to what happens in the gameworld.
Again, you extrapolate “the player cannot dictate the narrative” to be “the PC’s can have no meaningful impact”. The PC’s might well, on being unable to contact the wizard, use their skills to determine where he has gone, or to determine another possible purchaser of their loot. The refusal of the Chamberlain to admit them to see the King might lead them to use their skills to determine why the King might not be receiving visitors, what may influence the Chamberlain’s current views, what might change the situation, etc. But they don’t get to dictate that their skills are capable of generating immediate co-operation of the Chamberlain and an instant audience with the King. There are degrees of impact, not “either they can dictate the narrative or they can have no meaningful impact”.
I am not claiming that D&D cannot be played that way. Rather, I am pointing out that D&D can be played in other ways too, including ways in which the players can, simply via application of the game mechanics, have a direct impact on the fictional content of the game world.
As this is a thread about 3.5, please identify the mechanics of 3.5 which provide this direct impact on the game world’s fictional content. I don’t dispute that such mechanics exist in other games, and in optional rule changes. I do not believe they are part of the core 3.5e mechanics.
For instance, is the wizard in his/her tower ready to buy loot? This can be determined via GM declaration of secret backstory, or via (say) a Streetwise check. The latter doesn't involve the PCs knowing everything relevant - it involves the players being able to influence the content of the gameworld by direct application of the mechanics (eg if it is very important to them to be able to sell their loot to the wizard, then they can muster their bonuses to the Streetwise check).
It implies that the greater the PC’s streetwise (since when is Streetwise a 3.5 skill, by the way) roll, the more likely it is that the wizard will be willing to purchase their loot. By attaining a bonus by, say, purchasing drinks at the local tavern and hiring a town crier, the PC’s are able to positively influence the Wizard to purchase their loot. To me, these are actions that may help locate someone who might have both an interest and the finances to purchase the loot. It does not influence who that someone might be, where he might be found, or that it would be the wizard we have previously traded with.
These examples also conflate player and PC in a way that is playstyle-dependent. In an approach in which (for instance) the presence of the wizard in the tower ready to buy loot is determined via a Streetwise check, no one supposes that the PCs, by talking to NPCs, are causing the wizard to be present.
The mechanics indicate they are causing him to be present – a bonus to the roll causes his presence to be more likely.
Likewise, if the GM narrated snow in the pass of the mountains as a result of a failed Survival check, no one would suppose that the PCs caused it to snow. Rather, because the check failed, it follows that the players' desire - that their PCs succeed in virtue of their outdoor survival capabilities - has not been realised. And the GM gives effect to this by narrating impassable snow.
If our Ranger had not been down 3 WIS from our encounter with that Undead creature, his roll would have succeeded and we would not have all this snow. If the character’s level of skill is determinative of whether there is snow, it seems to me that the rules indicate the PC’s skills do, in fact, influence whether it will snow.
And if you're claiming that no one plays 3.5 in an indie-style, I simpply don't believe you. Just look at some of @sheadunne 's posts in this thread, where he is looking for ways to incorporate "indie" techniques into a 3E/PF game. And @Hussar is another. And I very much doubt that they are the only ones.
Again, if one must change the rules, then one is no longer playing the same game, but building a different one. If I consider the wizard overpowered, so I change the spell progression and many of the spell descriptions, and alter the saving throw rules, that may better balance the wizard, but I am not still playing the same game. It is no longer a discussion of the balance of 3.5, but the balance of a different, modified game.
The question I was addressing, via the Bib Fortuna example, was whether or not it is abusive for a player whose PC has mind-influencing powers to use them against the servant of a powerful NPC. I don't see how it's relevant to that question to consider whether or not the use of such powers is morally abusive within the gameworld. (Unless you're saying that it is always abusive play for players to have their PCs do morally questionable things. If so, that would also be highly playstle dependent.)
But no one has said the PC cannot cast a Charm Person spell. They have suggested that the King’s Court may be able to detect and/or cancel that spell. They have suggested the spell, as written, does not guarantee instant access to the King, even if successful. And they have suggested there may be negative repercussions to overriding the Chamberlain’s free will in that manner. And each of these suggestions has been responded to with the suggestion they are unfair on the part of the GM, nerfing the abilities of the characters, abuse of “secret backstory” and GM authority, etc.
Yes, you can cast the spell. And yes, there may be people in the Court capable of detecting the spell has been cast, that detection may have detrimental results to the PC’s down the road and the spell may, for reasons unknown to the PC’s, still not generate the desired result (the King is seeing no one, is not present or is on his deathbed being three easy examples).
Isn't this just Jabba making a successful saving throw?
I believe many races in the SW universe were immune to Jedi mind tricks. Only weak minds could be influenced, a statement often made. And the SW universe may well have different mechanics than 3.5 D&D. But let’s continue this scene analysis.
Did Luke need the long-term goodwill of Fortuna or Jabba, or did he take the most expeditious route possible to get in and make his pitch to Jabba, with the expectation he would either get Han back as desired and leave, never to see the Hutt again, or he would destroy Jabba’s operations, so there would be no future interaction with him? Quite different from forming an alliance with the King -or with the rebellion. I don’t see Luke using Jedi mind tricks on rebel leaders, or Vader using them on Grand Moff Tarkin, both situations where this short-term extra influence could have long-term negative repercussions. Similarly, I think the players need to weigh the short term benefit of Charming the Chamberlain against the risk of discovery and the long-term implications to any relationship with the Chamberlain, the King and the Kingdom.