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<blockquote data-quote="GnomeWorks" data-source="post: 4806197" data-attributes="member: 162"><p>I don't think you know what hyperbole means, because there are indeed weapons in the PH that cost 3 million gp. I know I'm poking at your favorite game and all, but at least make sense when you try to defend it.</p><p></p><p>You're right, the average laborer shouldn't be able to afford a "+6 sword" (which has a value that is hard to quantify, IMO, due to the lack of information as to what, exactly, "+6" means in terms of materials required and such). Heck, the average laborer really shouldn't be able to afford any magical item of any degree.</p><p></p><p>However, the problem is that the gap between what the laborer can afford and the cost of the weapon in question (+6, in this case) is ridiculous. Going off of what an average laborer earns a day, you can begin constructing a reasonable economy based off of that - how much food will generally cost, of varying qualities; how much various materials will cost; and so forth. This isn't even getting into adjusting these values based upon how common they are in a given location, but you see what I'm getting at.</p><p></p><p>At no point, with the model I'm talking about, do you reach a point where 3 million gold becomes an even vaguely reasonable cost for an item. Even if an individual were to charge that amount, <em>there would be no one capable of buying it</em>.</p><p></p><p>It's a question of scaling. 4e uses a somewhat exponential system to determine costs of things. I don't think that's fair or reasonable, and IMO sets up a wholly unrealistic economy, to the point of being completely and utterly untenable if you try to deal with things outside of the PH - if you try to make the prices of things like strongholds meaningful to the PCs (ie, it's not just a drop in the bucket), the costs become so outrageous that no one else in the world could afford them.</p><p></p><p></p><p></p><p>I'd say that any system that wanted to have a reasonable economy should make it fairly easy to keep track of these things; you're right, most DMs aren't economists and aren't going to want to do a lot of bookkeeping. My group is probably a little strange that we are greatly concerned about a lot of these kinds of things; we once spent an hour or so (in the middle of a game) discussing economics in 3.5, and how unreasonable that system was, which was part of what made me decide that 3.5 was not the game for me.</p><p></p><p>As for ammo and rations... I rather like making PCs keep track of these things, and I'd like an economic system that ensures that the costs of these items stays at least somewhat relevant. In my mind, the fantastic needs to be grounded in reality, or else it loses something.</p><p></p><p>Yes, you can go to the mountains to kill the dragon there, but you'll need to make sure you have enough food, water, and ammo, and supplies to fix your wagon if it breaks down on the way there or back...</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 4806197, member: 162"] I don't think you know what hyperbole means, because there are indeed weapons in the PH that cost 3 million gp. I know I'm poking at your favorite game and all, but at least make sense when you try to defend it. You're right, the average laborer shouldn't be able to afford a "+6 sword" (which has a value that is hard to quantify, IMO, due to the lack of information as to what, exactly, "+6" means in terms of materials required and such). Heck, the average laborer really shouldn't be able to afford any magical item of any degree. However, the problem is that the gap between what the laborer can afford and the cost of the weapon in question (+6, in this case) is ridiculous. Going off of what an average laborer earns a day, you can begin constructing a reasonable economy based off of that - how much food will generally cost, of varying qualities; how much various materials will cost; and so forth. This isn't even getting into adjusting these values based upon how common they are in a given location, but you see what I'm getting at. At no point, with the model I'm talking about, do you reach a point where 3 million gold becomes an even vaguely reasonable cost for an item. Even if an individual were to charge that amount, [i]there would be no one capable of buying it[/i]. It's a question of scaling. 4e uses a somewhat exponential system to determine costs of things. I don't think that's fair or reasonable, and IMO sets up a wholly unrealistic economy, to the point of being completely and utterly untenable if you try to deal with things outside of the PH - if you try to make the prices of things like strongholds meaningful to the PCs (ie, it's not just a drop in the bucket), the costs become so outrageous that no one else in the world could afford them. I'd say that any system that wanted to have a reasonable economy should make it fairly easy to keep track of these things; you're right, most DMs aren't economists and aren't going to want to do a lot of bookkeeping. My group is probably a little strange that we are greatly concerned about a lot of these kinds of things; we once spent an hour or so (in the middle of a game) discussing economics in 3.5, and how unreasonable that system was, which was part of what made me decide that 3.5 was not the game for me. As for ammo and rations... I rather like making PCs keep track of these things, and I'd like an economic system that ensures that the costs of these items stays at least somewhat relevant. In my mind, the fantastic needs to be grounded in reality, or else it loses something. Yes, you can go to the mountains to kill the dragon there, but you'll need to make sure you have enough food, water, and ammo, and supplies to fix your wagon if it breaks down on the way there or back... [/QUOTE]
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