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How much does an inn cost to buy?
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<blockquote data-quote="jgbrowning" data-source="post: 1542236" data-attributes="member: 5724"><p>I understand your desires for more realistic pricing, but to me changing the bullion ratios to something reasonable is of much greater "realism" concern than items costing less than 5gp being a factor of ten or more off of each other. To me, more people understand the massive, glaring, error that's underlying every transaction. Although It's possible to justify this through abundance levels, it's something that grates heavier upon the average gamer than the disparities in commodity pricing. And bluntly, most gamers don't care about even this easily recognizable error because they quickly get the point that coins are just widgets, although they may never verbalize it.</p><p></p><p></p><p></p><p>I think the pound of meat probably means beef. This would mean that you could get 90 pounds of meat for the same price as a 10 gp cow. That's quite a bit better.</p><p></p><p></p><p></p><p>There's been a long and strongly stated arguement than magic wouldn't create something resembling England/Nothern France. Personaly, I agree, if for no other reason than no other place in the world at the time really resembled England/Norther France without magic. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> If you want to make a medievalesque D&D world (which I did) I don't think that figuring out the pricing discrepancies for items that players rarely, if ever, come in contact with is very important when compared with the many other aspects of the culture and how to integrate them with d20. And unlike other "flavor" aspects, pricing does serve a mechanical purpose within the game beyond measuring value.</p><p></p><p></p><p></p><p>I think you've stated your argument clearly and have more agreement than disagreement. We just disagree on several larger aspects. Primarily, I think that's any change on prices for things less than 5 gp isn't of any importance because such precision isn't needed to play the game. It may be needed to play a particular type of game, but generally isn't needed. Anytime a real number is needed, it's only becase a player's involved, other than that, GM fiat designed to promote plot and increase tension/fun for the players always works better.</p><p></p><p>Although I'm completely with you about appreciating a more internally consistant effort in D&D pricing, to me, the problems in pricing that involve players are the important ones. In this equation, game balance issues are more important than real-life believeability and will always win over. I think that attempts to rationalize the fiscal system would probably create more difficulties than benefits because, to me and the vast majority of gamers, orders of maginitude errors for things less than 5gp aren't of any concern to begin with. Messing with familiar price structures, however, is concerning.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 1542236, member: 5724"] I understand your desires for more realistic pricing, but to me changing the bullion ratios to something reasonable is of much greater "realism" concern than items costing less than 5gp being a factor of ten or more off of each other. To me, more people understand the massive, glaring, error that's underlying every transaction. Although It's possible to justify this through abundance levels, it's something that grates heavier upon the average gamer than the disparities in commodity pricing. And bluntly, most gamers don't care about even this easily recognizable error because they quickly get the point that coins are just widgets, although they may never verbalize it. I think the pound of meat probably means beef. This would mean that you could get 90 pounds of meat for the same price as a 10 gp cow. That's quite a bit better. There's been a long and strongly stated arguement than magic wouldn't create something resembling England/Nothern France. Personaly, I agree, if for no other reason than no other place in the world at the time really resembled England/Norther France without magic. :) If you want to make a medievalesque D&D world (which I did) I don't think that figuring out the pricing discrepancies for items that players rarely, if ever, come in contact with is very important when compared with the many other aspects of the culture and how to integrate them with d20. And unlike other "flavor" aspects, pricing does serve a mechanical purpose within the game beyond measuring value. I think you've stated your argument clearly and have more agreement than disagreement. We just disagree on several larger aspects. Primarily, I think that's any change on prices for things less than 5 gp isn't of any importance because such precision isn't needed to play the game. It may be needed to play a particular type of game, but generally isn't needed. Anytime a real number is needed, it's only becase a player's involved, other than that, GM fiat designed to promote plot and increase tension/fun for the players always works better. Although I'm completely with you about appreciating a more internally consistant effort in D&D pricing, to me, the problems in pricing that involve players are the important ones. In this equation, game balance issues are more important than real-life believeability and will always win over. I think that attempts to rationalize the fiscal system would probably create more difficulties than benefits because, to me and the vast majority of gamers, orders of maginitude errors for things less than 5gp aren't of any concern to begin with. Messing with familiar price structures, however, is concerning. joe b. [/QUOTE]
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