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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="MechaPilot" data-source="post: 6978147" data-attributes="member: 82779"><p>I happen to have my 3.5 DMG handy. Page 137 under the heading Generating Towns says "When the PCs come into a town and you need to generate facts about that town quickly <strong>you can use</strong> the following material." Emphasis added. Very clearly, that's more of a resource of convenience than a rule.</p><p></p><p>Even if we assume that section is rules, I direct your attention to the text under the Economics heading (pg 139) which says an economic system should be "internally consistent," as well as the text under the Supply and Demand heading (pg 140) which briefly touches on the devaluation of currency when there are large inflows from PC spending, and the altering of equipment prices when market supply fluctuates.</p><p></p><p>Plus, the 3.5e DMG gives a means of calculating ready cash for the entire community (listed gp limit divided by 20 and multiplied by population), and does not assume unlimited cash only expendable in buckets with certain maximum sizes. However, nowhere does it state that an individual purchaser has access to the town's entire supply of ready cash (it would be absurd to do so), so you can very easily assume a willing purchaser has less funds available than the ready cash amount, and that an individual purchaser might have to take some time to convert some assets into ready cash from other citizens before buying what the PCs want to sell.</p><p></p><p>Further, consider that ships are different from most goods in that there are few shops who will maintain a finished goods inventory of completed vessels or that will have the facilities to store a purchased vessel. The expectation that the PCs might have to put in some effort to find someone who is willing to buy a ship does not go against either the spirit or letter of the rules. Plus, it has the added benefits of preventing abuse of the rules while also creating more internal consistency for the economics of your world.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6978147, member: 82779"] I happen to have my 3.5 DMG handy. Page 137 under the heading Generating Towns says "When the PCs come into a town and you need to generate facts about that town quickly [B]you can use[/B] the following material." Emphasis added. Very clearly, that's more of a resource of convenience than a rule. Even if we assume that section is rules, I direct your attention to the text under the Economics heading (pg 139) which says an economic system should be "internally consistent," as well as the text under the Supply and Demand heading (pg 140) which briefly touches on the devaluation of currency when there are large inflows from PC spending, and the altering of equipment prices when market supply fluctuates. Plus, the 3.5e DMG gives a means of calculating ready cash for the entire community (listed gp limit divided by 20 and multiplied by population), and does not assume unlimited cash only expendable in buckets with certain maximum sizes. However, nowhere does it state that an individual purchaser has access to the town's entire supply of ready cash (it would be absurd to do so), so you can very easily assume a willing purchaser has less funds available than the ready cash amount, and that an individual purchaser might have to take some time to convert some assets into ready cash from other citizens before buying what the PCs want to sell. Further, consider that ships are different from most goods in that there are few shops who will maintain a finished goods inventory of completed vessels or that will have the facilities to store a purchased vessel. The expectation that the PCs might have to put in some effort to find someone who is willing to buy a ship does not go against either the spirit or letter of the rules. Plus, it has the added benefits of preventing abuse of the rules while also creating more internal consistency for the economics of your world. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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