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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="clearstream" data-source="post: 4407997" data-attributes="member: 71699"><p>Lovely summary of 4ed economics! Amusing, and slightly awful at the same time. One factor to bear in mind is that many players are only measured for power against the half to a few dozen people in their RPG group. Their primary concern is that they bat about average for their immediate party. That can be managed within the party, irrespective what loot they find, and DMs always have to dial encounters against their actual player characters.</p><p> </p><p>To my mind, the main impact of 4ed economics is that 4ed clearly states that the game isn't about earning wealth through anything other than adventuring. If we want good economic rules, we have to introduce concepts of economic risk and fatality. 3.5 failed primarily because there were non-risk loops and players could churn those a thousand times without caring that their characters were aging years to do so; or in some cases the loops were so tight or life-spans so long that aging was irrelevant.</p><p> </p><p>So if we want good economic rules, we have to start by understanding the costs (aging) risks (chance of failure) and penalties (fatality). We'll need that not to be swingy... it's a hard design to do. Also, as <strong>darkrose</strong> identifies, things need to wear out and break; maintenance costs come into play and those can get quite burdensome for PnP.</p><p> </p><p>-vk</p></blockquote><p></p>
[QUOTE="clearstream, post: 4407997, member: 71699"] Lovely summary of 4ed economics! Amusing, and slightly awful at the same time. One factor to bear in mind is that many players are only measured for power against the half to a few dozen people in their RPG group. Their primary concern is that they bat about average for their immediate party. That can be managed within the party, irrespective what loot they find, and DMs always have to dial encounters against their actual player characters. To my mind, the main impact of 4ed economics is that 4ed clearly states that the game isn't about earning wealth through anything other than adventuring. If we want good economic rules, we have to introduce concepts of economic risk and fatality. 3.5 failed primarily because there were non-risk loops and players could churn those a thousand times without caring that their characters were aging years to do so; or in some cases the loops were so tight or life-spans so long that aging was irrelevant. So if we want good economic rules, we have to start by understanding the costs (aging) risks (chance of failure) and penalties (fatality). We'll need that not to be swingy... it's a hard design to do. Also, as [B]darkrose[/B] identifies, things need to wear out and break; maintenance costs come into play and those can get quite burdensome for PnP. -vk [/QUOTE]
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How do we make economics that do not limit character concepts?
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