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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="redrover" data-source="post: 4407969" data-attributes="member: 70799"><p>Interesting thread.</p><p> </p><p> I’d like to throw out a discussion kernel and see where it goes.</p><p> </p><p> THOUGHT I: </p><p>Perhaps a universal system based on gold/XP is not the way to go, given what <u>Paul Strack</u> said.</p><p></p><p> The traditional complicating factor, even when 1 gp equalled 1 XP, was that the problem of having all DMs give out treasure anywhere close to the same rate was never solved, and that an excessively generous or miserly DM would blow the system balance very quickly.</p><p> </p><p>The approach looks less promising today.</p><p></p><p></p><p>THOUGHT 2:</p><p>I like the idea of <u>class-specific</u> economic interaction: If you are a Craftsman, you (get value/quality-based) XP for making things. If you are a Merchant, you get XP for selling things, if you are a Wastrel, you get XP for spending money (on non-useful things: gambling, parties, etc.).</p><p> </p><p> If you set these archetypes into <u>classes</u>, then the way you access them is to <u>multiclass,</u> which brings its own opportunity costs in comparison to a character built specifically to optimize combat power.</p><p> </p><p></p><p> THOUGHT 3: </p><p>Another big sticking point is generalhenry’s note that it really sucks for everyone else around the table while one person gets to play with the economics.</p><p> </p><p> Well, it also sucks to be a fighter with +2 Perception when the focus of the evening's activity is sneaking around being wary and not getting ambushed.</p><p> </p><p> Perhaps an answer lies in a suitable “Aid Another” mechanic, or maybe a story award XP for the non-economically inclined who go along with the occasional economics-focused activity. Or perhaps non-skilled apprentice-type activity can be used to involve others. Perhaps it might be possible to put a lot of the crunchy bits off-stage (especially math), to be handled during rest and clean-up times.</p><p></p><p></p><p> ENDNOTE:</p><p> I think, like a court ballroom intrigue scenario, which is just being touched on with complex skill checks, the exploration of economic adventuring is in its infancy and may offer a fertile field for investigation.</p><p></p><p>I would encourage experimentation for the mechanically adventurous.</p></blockquote><p></p>
[QUOTE="redrover, post: 4407969, member: 70799"] Interesting thread. I’d like to throw out a discussion kernel and see where it goes. THOUGHT I: Perhaps a universal system based on gold/XP is not the way to go, given what [U]Paul Strack[/U] said. The traditional complicating factor, even when 1 gp equalled 1 XP, was that the problem of having all DMs give out treasure anywhere close to the same rate was never solved, and that an excessively generous or miserly DM would blow the system balance very quickly. The approach looks less promising today. THOUGHT 2: I like the idea of [U]class-specific[/U] economic interaction: If you are a Craftsman, you (get value/quality-based) XP for making things. If you are a Merchant, you get XP for selling things, if you are a Wastrel, you get XP for spending money (on non-useful things: gambling, parties, etc.). If you set these archetypes into [U]classes[/U], then the way you access them is to [U]multiclass,[/U] which brings its own opportunity costs in comparison to a character built specifically to optimize combat power. THOUGHT 3: Another big sticking point is generalhenry’s note that it really sucks for everyone else around the table while one person gets to play with the economics. Well, it also sucks to be a fighter with +2 Perception when the focus of the evening's activity is sneaking around being wary and not getting ambushed. Perhaps an answer lies in a suitable “Aid Another” mechanic, or maybe a story award XP for the non-economically inclined who go along with the occasional economics-focused activity. Or perhaps non-skilled apprentice-type activity can be used to involve others. Perhaps it might be possible to put a lot of the crunchy bits off-stage (especially math), to be handled during rest and clean-up times. ENDNOTE: I think, like a court ballroom intrigue scenario, which is just being touched on with complex skill checks, the exploration of economic adventuring is in its infancy and may offer a fertile field for investigation. I would encourage experimentation for the mechanically adventurous. [/QUOTE]
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How do we make economics that do not limit character concepts?
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