darkrose50
First Post
I am working on a system for doing so, but would like some ideas before posting it here.
The short bit . . .
4E D&D does not have fun economics as it severely limits economic character concepts. I am not suggesting that we need realistic economics. We do not need realistic economics to have fun economics. Fun economics would allow me to create a character that interacts with the economy in a meaningful manor (a treasure-hunter, a con-man, a thief-in-the-night, a merchant, a craftsman, or a wealthy-brat). Just as we have characters that interact in combat in a meaningful manor, we should have characters that interact with the economy in a meaningful manor. I am by no means suggesting that economics need to be that complicated, just possible, well thought out, and meaningful.
The long bit . . .
D&D has combat rules, they are not realistic, and they are fun. It is the intent of Wizards of the Coast to make the combat rules internally consistent, and fun. The second printing should clean up any wording mistakes folks point out (I hope).
Wizards of the Coast failed horribly to create fun economics . . . they limit, and ruin character concepts. 4E D&D is a communist idealistic economy where everyone of an equal level is equally wealthy. I do not want to play in an idealistic communist setting. The setting described in the core book is certainly not a communist idealistic setting.
The economic system in 4E D&D boils down to seven cornerstones (I could have missed some):
First Cornerstone: Gold is a thinly veiled euphuism for equipment points (expressly magical item and ritual points), that may be frittered away on goods and services not equipment or ritual related.
o Once you spend trade value on anything not a art object that trade value either vanishes, or depreciates 80%.
o If you spend trade value on non-equipment, than you are less powerful.
Second Cornerstone: 4E D&D has a golden button you press for treasure when you level up. Everyone gets to press this golden button. This golden button is the only way to get gold.
o Parcels are this treasure button.
o Skill challenges draw from these parcels.
o One can not circumvent parcels with skill challenges.
o Scheming, personal skill, personal ability, and personal effort will not earn a character more trade value (all trade value obtained is intended to be split evenly with the party).
Third Cornerstone: Gold equals magical items equals power.
o One cannot earn money without earning power.
o One cannot be wealthy without being powerful.
Fourth Cornerstone: Wealth is dictated solely though level.
o Financial competence, or success, is dictated by level.
o Every character of equal level is equally financially competent, or successful.
Fifth Cornerstone: Though shat not be capable of purchasing magical items higher than character level +4 (I need to find this quote, I hope I am not misremembering).
o Characters can not sell there stuff, and buy a magical item that is 4 levels higher than they are.
o The only way to gain gold is though a parcel intended to be split evenly among a party
Sixth Cornerstone: Dungeon masters should think about giving characters what they want when they push the golden button, and if the dungeon master does not, than the player characters will not be able to trade for the items they want because of some reason not explained in the core books (I bet it is linked to the fifth cornerstone).
o If a player character uses a magical old fashioned shaving blade as a weapon (or something odd), then when that character wants to upgrade he fights some evil jerk who also uses a magical old fashioned shaving blade that happens to be the one he always wanted, until the next time he needs to upgrade.
o If the DM thinks handing out multiple magical old fashioned shaving blades is a bit odd, then the players get screwed out of level appropriate gear as magical items sell for 20% there crafting cost. The player who wants to upgrade his signature old fashioned shaving blade weapon needs to collect five or more equal level items in order to do so (or have a group willing to let him or her get all the gold in stay of magical loot that was placed “organically”).
Seventh Cornerstone: When buying magical items a player character pays 110% to 140% of the crafting value. When selling magical items a player character gets 20% of its crafting value (I bet it is linked to the fifth cornerstone).
o A player character is incapable of figuring out any economic process where he or she would be able to get more than 20% of the crafting cost for a magical item.
o 80% of the trade value locked in a magical item is gone once sold. See the first cornerstone if you think skill challenges would solve this.
One character cannot be, may not be, more financially competent than the next of equal level. You may not play a treasure-hunter, con-man, thief-in-the-night, merchant, craftsman, wealthy-brat, or have any concept that involves wealth, and be able to interact with the economy in any meaningful manor. Wealth is by level. Financial competence is by level. Financial success is by level. Those who want to be able to play a character who is interested in monetary gain are out of luck. Those wishing for economics beyond the golden button, are in the cold.
One does not need to create any sort of realism (that mirrors our reality) to include a well thought out, and fun economic rule set. Such a rule set would not hinder background choices, and character concepts that include interaction with the economy in a meaningful manor.
In summation 4E D&D clearly states wealth is by level, financial competence is by level, and financial success is by level. The only way to get wealth is to level up. This ruins character concepts involving wealth, and is rather deplorable. In my opinion first you need to separate wealth from level from power. Having a “better” game economy does not . . . in any way . . . no way at all . . . equal to having a “realistic” economy mirroring our own. We are playing D&D . . . with D&D combat . . . we are not shooting for realism. Having a fun economy does however equal having an economy where character concepts involving wealth are possible. Wealth is a huge driving force of many personalities. The current rules neuter those personalities. The 4E D&D economic rules are a sad, sad thing. A “better” economy would be one where character choices involving economics would be valid.
The short bit . . .
4E D&D does not have fun economics as it severely limits economic character concepts. I am not suggesting that we need realistic economics. We do not need realistic economics to have fun economics. Fun economics would allow me to create a character that interacts with the economy in a meaningful manor (a treasure-hunter, a con-man, a thief-in-the-night, a merchant, a craftsman, or a wealthy-brat). Just as we have characters that interact in combat in a meaningful manor, we should have characters that interact with the economy in a meaningful manor. I am by no means suggesting that economics need to be that complicated, just possible, well thought out, and meaningful.
The long bit . . .
D&D has combat rules, they are not realistic, and they are fun. It is the intent of Wizards of the Coast to make the combat rules internally consistent, and fun. The second printing should clean up any wording mistakes folks point out (I hope).
Wizards of the Coast failed horribly to create fun economics . . . they limit, and ruin character concepts. 4E D&D is a communist idealistic economy where everyone of an equal level is equally wealthy. I do not want to play in an idealistic communist setting. The setting described in the core book is certainly not a communist idealistic setting.
The economic system in 4E D&D boils down to seven cornerstones (I could have missed some):
First Cornerstone: Gold is a thinly veiled euphuism for equipment points (expressly magical item and ritual points), that may be frittered away on goods and services not equipment or ritual related.
o Once you spend trade value on anything not a art object that trade value either vanishes, or depreciates 80%.
o If you spend trade value on non-equipment, than you are less powerful.
Second Cornerstone: 4E D&D has a golden button you press for treasure when you level up. Everyone gets to press this golden button. This golden button is the only way to get gold.
o Parcels are this treasure button.
o Skill challenges draw from these parcels.
o One can not circumvent parcels with skill challenges.
o Scheming, personal skill, personal ability, and personal effort will not earn a character more trade value (all trade value obtained is intended to be split evenly with the party).
Third Cornerstone: Gold equals magical items equals power.
o One cannot earn money without earning power.
o One cannot be wealthy without being powerful.
Fourth Cornerstone: Wealth is dictated solely though level.
o Financial competence, or success, is dictated by level.
o Every character of equal level is equally financially competent, or successful.
Fifth Cornerstone: Though shat not be capable of purchasing magical items higher than character level +4 (I need to find this quote, I hope I am not misremembering).
o Characters can not sell there stuff, and buy a magical item that is 4 levels higher than they are.
o The only way to gain gold is though a parcel intended to be split evenly among a party
Sixth Cornerstone: Dungeon masters should think about giving characters what they want when they push the golden button, and if the dungeon master does not, than the player characters will not be able to trade for the items they want because of some reason not explained in the core books (I bet it is linked to the fifth cornerstone).
o If a player character uses a magical old fashioned shaving blade as a weapon (or something odd), then when that character wants to upgrade he fights some evil jerk who also uses a magical old fashioned shaving blade that happens to be the one he always wanted, until the next time he needs to upgrade.
o If the DM thinks handing out multiple magical old fashioned shaving blades is a bit odd, then the players get screwed out of level appropriate gear as magical items sell for 20% there crafting cost. The player who wants to upgrade his signature old fashioned shaving blade weapon needs to collect five or more equal level items in order to do so (or have a group willing to let him or her get all the gold in stay of magical loot that was placed “organically”).
Seventh Cornerstone: When buying magical items a player character pays 110% to 140% of the crafting value. When selling magical items a player character gets 20% of its crafting value (I bet it is linked to the fifth cornerstone).
o A player character is incapable of figuring out any economic process where he or she would be able to get more than 20% of the crafting cost for a magical item.
o 80% of the trade value locked in a magical item is gone once sold. See the first cornerstone if you think skill challenges would solve this.
One character cannot be, may not be, more financially competent than the next of equal level. You may not play a treasure-hunter, con-man, thief-in-the-night, merchant, craftsman, wealthy-brat, or have any concept that involves wealth, and be able to interact with the economy in any meaningful manor. Wealth is by level. Financial competence is by level. Financial success is by level. Those who want to be able to play a character who is interested in monetary gain are out of luck. Those wishing for economics beyond the golden button, are in the cold.
One does not need to create any sort of realism (that mirrors our reality) to include a well thought out, and fun economic rule set. Such a rule set would not hinder background choices, and character concepts that include interaction with the economy in a meaningful manor.
In summation 4E D&D clearly states wealth is by level, financial competence is by level, and financial success is by level. The only way to get wealth is to level up. This ruins character concepts involving wealth, and is rather deplorable. In my opinion first you need to separate wealth from level from power. Having a “better” game economy does not . . . in any way . . . no way at all . . . equal to having a “realistic” economy mirroring our own. We are playing D&D . . . with D&D combat . . . we are not shooting for realism. Having a fun economy does however equal having an economy where character concepts involving wealth are possible. Wealth is a huge driving force of many personalities. The current rules neuter those personalities. The 4E D&D economic rules are a sad, sad thing. A “better” economy would be one where character choices involving economics would be valid.
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