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*Dungeons & Dragons
Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="pemerton" data-source="post: 7759652" data-attributes="member: 42582"><p>A question: so why does a GM need rules to tell him/her how much to charge for swords and shields?</p><p></p><p>Another question: why does a GM need rules to tell him/her what affect on combat resolution results from using a sword and/or a shield? (5e has many, many such rules.)</p><p></p><p>And a comment: rules for the use of money don't need to involve price lists, and those aren't at their core. Burning Wheel has very rich rules for spending money, but no price lists. Classic Traveller has short but rather effective bribery rules, without price lists. The key to the endgame rules in classic D&D isn't "Here's the cost of a castle". It's "Now build a castle and have at it!" You could have a game with a similar endgame, that also makes collecting treasure important, but that doesn't use price lists.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7759652, member: 42582"] A question: so why does a GM need rules to tell him/her how much to charge for swords and shields? Another question: why does a GM need rules to tell him/her what affect on combat resolution results from using a sword and/or a shield? (5e has many, many such rules.) And a comment: rules for the use of money don't need to involve price lists, and those aren't at their core. Burning Wheel has very rich rules for spending money, but no price lists. Classic Traveller has short but rather effective bribery rules, without price lists. The key to the endgame rules in classic D&D isn't "Here's the cost of a castle". It's "Now build a castle and have at it!" You could have a game with a similar endgame, that also makes collecting treasure important, but that doesn't use price lists. [/QUOTE]
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Mearls On D&D's Design Premises/Goals
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