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General Tabletop Discussion
*Pathfinder & Starfinder
How do we make economics that do not limit character concepts?
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<blockquote data-quote="Tenniel" data-source="post: 4407544" data-attributes="member: 61866"><p>1) Overhaul the economy. I see where the OP is coming from, my head is reeling... but I also see why the designers did it. By default the PCs aren't merchants and in most games they won't be.... <strong><em>but</em></strong>, of course, they can be. The DMG gives guidelines on breaking the underlying premises of the game (p151)... while this doesn't cover the economy you can still go for it! Change rates of selling items, add skills, make a merchant class, develop ways of characterising demand /supply of different items geographically & over time. Borrow sub-systems from other games (e.g. Traveller)</p><p> </p><p>2) Stick with the economy, but give oppurtunites for players to play out and be rewarded for their character concepts. p 125 explicitly encourages creatvity with handing out treasures. Move treasure from encounters to other places, like at the end of a skill challenge that simulates (say) the exportation of a caravan load of food (you could give bonuses for players that buy in areas of high supply and sell in areas of high demand (and vice-versa). Similiarly, a skill challenge can be used be used to sell a magic item at more than the listed 20%. Take out some of the allocated gold and just give it out as an allowance to the pandered son of a noble or a stipend to an indentured sage. You can work within the system, but it might not feel that the mechanics are supporting activities directly.</p></blockquote><p></p>
[QUOTE="Tenniel, post: 4407544, member: 61866"] 1) Overhaul the economy. I see where the OP is coming from, my head is reeling... but I also see why the designers did it. By default the PCs aren't merchants and in most games they won't be.... [B][I]but[/I][/B], of course, they can be. The DMG gives guidelines on breaking the underlying premises of the game (p151)... while this doesn't cover the economy you can still go for it! Change rates of selling items, add skills, make a merchant class, develop ways of characterising demand /supply of different items geographically & over time. Borrow sub-systems from other games (e.g. Traveller) 2) Stick with the economy, but give oppurtunites for players to play out and be rewarded for their character concepts. p 125 explicitly encourages creatvity with handing out treasures. Move treasure from encounters to other places, like at the end of a skill challenge that simulates (say) the exportation of a caravan load of food (you could give bonuses for players that buy in areas of high supply and sell in areas of high demand (and vice-versa). Similiarly, a skill challenge can be used be used to sell a magic item at more than the listed 20%. Take out some of the allocated gold and just give it out as an allowance to the pandered son of a noble or a stipend to an indentured sage. You can work within the system, but it might not feel that the mechanics are supporting activities directly. [/QUOTE]
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How do we make economics that do not limit character concepts?
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