Gold or Silver Standard?

The New Standard in POL should be...

  • Gold Standard: It's worked well thus far.

    Votes: 82 22.7%
  • Silver Standard:

    Votes: 255 70.4%
  • Platinum Standard!

    Votes: 1 0.3%
  • Other.

    Votes: 24 6.6%

Plane Sailing said:
I would think it is largely a factor of what gets in the basic rule book.

Given the research put into 3e, isnt it a more logical assumption that interest had waned? 1e grew out of your army's general adventuring in order to finance their "real" goal of playing a wargame. Why not cut out the middleman and just play a wargame, theres tons of them out there. 2nd edition recognized D&D's strength, that of a story/adventure focused on your character, and the army building goal started to fall y the wayside, along with the dreadful playstyle of lugging dozens of torch bearers, porters and other time wasters into a dungeon. Birthright wasnt a resounding success, so again, the interest in that playstyle had waned. WOTC has put out a lot of research into creating 3e, and if the interest was as solid as the grognards would have people believe, I'd wager that the company would chase those dollars. They largely have not.

Until someone coughs up some credible evidence that a significant portion of the playerbase really wants to sit down and order 200 suits of ringmail, wage wars and build towers, I think its safe to assume that playstyle has been losing ground due to lack of interest.
 

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ehren37 said:
WOTC has put out a lot of research into creating 3e, and if the interest was as solid as the grognards would have people believe, I'd wager that the company would chase those dollars. They largely have not.

Sure they have. It's called DDM and it sells very well indeed (although I admit sales are bolstered by the fact that the minis are usable in regular D&D). So obviously the interest is there.

ehren37 said:
Until someone coughs up some credible evidence that a significant portion of the playerbase really wants to sit down and order 200 suits of ringmail, wage wars and build towers, I think its safe to assume that playstyle has been losing ground due to lack of interest.

The playstyle you're talking about, where you micromanage a zillion details--yes, that's losing ground, mostly because computer games can handle that sort of thing infinitely better. But that doesn't mean people are only interested in dungeon crawls.

Note also that castles and titles need not be a prelude to a wargame; you can just as easily use them as a springboard for political intrigues, or a way to open up new avenues for character development. 3E does a poor job of supporting that style of play, but 4E, with its new social mechanics, may work better.
 
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howandwhy99 said:
I was always partial to Gygax's BUC system (basic unit coin).

Simply find the current costs of items in your own country (in the real world) and convert them to BUCs. It's easy, 1 BUC = 1 Currency in your country. Be it dollar, euro, pound, whatever. Of course, it helps to have some common medieval item prices too like swords and steel armor, but most any RPG has equivalents for these.
This would go great with the old ICE suppliment "...And a 10ft Pole." If you can find it, I suggest it.
 

ehren37 said:
2nd edition recognized D&D's strength, that of a story/adventure focused on your character, and the army building goal started to fall y the wayside, along with the dreadful playstyle of lugging dozens of torch bearers, porters and other time wasters into a dungeon. Birthright wasnt a resounding success, so again, the interest in that playstyle had waned.
Depends on what you mean by "playstyle." If you mean keeping track of lots of fiddly details, then yeah. It's much easier to play Command & Conquer that handles that for you.

But you can have armies and castles (or other groups, guilds, churches, academies, etc.) in a game without getting a Ph.D. in logistics or being buried in record-keeping. Most of it can be abstracted away with some good game design.

As a simple "for instance", my current group's campaign has two "money systems" - a "gold standard" (normal D&D commerce rules) and fairly abstract but simple to manage "Wealth Point" system. You just dump gold into WP (50:1) until you have enough WP for certain "big purchases", such as fiefs, titles, followers, etc. WP invested in land or mercantile interests generate regular WP dividends, which can pay for lifestyle, etc.

In my group I have taken advantage of this "wealth system" more than any other PC, and the time burden overhead has been ... 2 hours, total? over the course of the campaign (~2 years). And it's been a lot of fun for me, and has generated in-game benefits (my PC gets invited to all the Noble's parties (and hence, plot hooks and quest help) because he's a man of society).

You could also have followers or troops move in group-units (on action to resolve 20+ men), or be even more abstract and resolve whole battles with a few throws of the dice.

And this can all be part of "the story" that is D&D's strength. If the system is simple enough to manage so that it's not a headache, a player can still concentrate 95% of the time on his character (as I do), but also have a Keep to defend, or armies to command (for story-based advantages), etc. This really adds to the depth of gameplay, and creates "buy in" for the players who take advantage of this system. I think D&D has missed out on a lot of what it is capable of for lack of at least providing good options and choices in this department.


ehren37 said:
WOTC has put out a lot of research into creating 3e, ... Until someone coughs up some credible evidence that a significant portion of the playerbase really wants to sit down and order 200 suits of ringmail, wage wars and build towers, I think its safe to assume that playstyle has been losing ground due to lack of interest.
I would not assume WotC is infallible. They may be asking the wrong questions. As I said above, there is no doubt that wargames as they were run and presented in the 70's are on their way out, but that does in any way mean that a well designed and presented system would not have appeal to modern audiences.

To use a computer game analogy, "First Person Shooters" are very popular, but that does not mean that "Unit Command" (or "Fleet Command") games such as Command & Conquer are totally on the outs. Even really "big picture" games like Civilization IV spend a lot of time a resources on "scenario packs" where you work your way through a particular war or series of battles from history. And they're popular despite the lack of story that D&D has! It's all just a matter of good game design. People can have fun lots of different ways.
 

Irda Ranger said:
But you can have armies and castles (or other groups, guilds, churches, academies, etc.) in a game without getting a Ph.D. in logistics or being buried in record-keeping. Most of it can be abstracted away with some good game design.

I agree completely. I miss the rules for building and maintaining strongholds. I have played in several games over the years where the players were nobility. There was no wargaming at all, but there were great sessions regarding political intrigue, dealing with your vassals, etc.

As a simple "for instance", my current group's campaign has two "money systems" - a "gold standard" (normal D&D commerce rules) and fairly abstract but simple to manage "Wealth Point" system. You just dump gold into WP (50:1) until you have enough WP for certain "big purchases", such as fiefs, titles, followers, etc. WP invested in land or mercantile interests generate regular WP dividends, which can pay for lifestyle, etc.

In my group I have taken advantage of this "wealth system" more than any other PC, and the time burden overhead has been ... 2 hours, total? over the course of the campaign (~2 years). And it's been a lot of fun for me, and has generated in-game benefits (my PC gets invited to all the Noble's parties (and hence, plot hooks and quest help) because he's a man of society).

You could also have followers or troops move in group-units (on action to resolve 20+ men), or be even more abstract and resolve whole battles with a few throws of the dice.

And this can all be part of "the story" that is D&D's strength. If the system is simple enough to manage so that it's not a headache, a player can still concentrate 95% of the time on his character (as I do), but also have a Keep to defend, or armies to command (for story-based advantages), etc. This really adds to the depth of gameplay, and creates "buy in" for the players who take advantage of this system. I think D&D has missed out on a lot of what it is capable of for lack of at least providing good options and choices in this department.

Your wealth point system is a fantastic idea! I'm totally stealing this for my new 4e campaign. :)
 

D&D is not an economics simulation. I'd almost prefer an "economy" that specifically fails to stand up to scrutiny just to rub it in the nose of anyone who thinks that it should. That's as far as my thinking takes me.
 

I'm mostly just surprised that there's 135 posts and counting on this topic now. Wow.

Does it really matter? It's just an arbitrary thing anyway.
 


KidSnide said:
But if we had a good mass combat system, folks could start caring about armies and castles because your army effectively becomes your character's most important piece of equipment.

I agree. And I'd add that True20 points the way to a really easy and usable mass combat system: "Combat Unit" is just a template you add to any creature, that beefs it up in specified ways to represent that it's really a unit of such creatures.
 

Silver Standard 100%. I have always been bothered by senseless D&D economics. For gold to have any value it must be more rare. Who the heck would value a gold necklace when it isn't really more valuable than couple of gold coins. That whole "It's only D&D so that kind of stuff isn't important" stuff is IMO ridiculous because characters in a immersive world will encounter little details that make the setting seem real.

If all someone wants is a dungeoncrawl world that's fine, however I love DMing/creating settings that feel real (at least within the boundaries of Fantasy).



Wyrmshadows
 

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