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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="5ekyu" data-source="post: 7759655" data-attributes="member: 6919838"><p>A game or setting that is different from the real world and uses a currency that is different from the real world needs to provide some form of commerce benchmark for the GM and players to use **if** spending currenct to acquire stuff is something that is within the scope of the game. </p><p></p><p>Sometimes this can be an abstract - wealth ratings and DC checks or rank and quartermaster checks - but if this is something the game wishes to have in play it helps to provide benchmarks. </p><p></p><p>If you look at 5e they provide in the PHB a fairly noticeable cross-section of basic costs they see as ones common enough. </p><p></p><p>I would expect other settings and other expansions to add more details.</p><p></p><p>As for why have rules for how swords and shields affect combat - they are combat implements and are covered as such. Their basic functions are integrated into the combat system. Could 5e have gone more abstract - sure - but it was a design choice they made to include that level of granularity - to tie specific results to specific weapons and it seems to have done well by their audience.</p><p></p><p>I won't try to divine what you call classic traveller but I seem to recall plenty of price lists in classic traveller and I started with the little black books and have played most of the systems since then too.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7759655, member: 6919838"] A game or setting that is different from the real world and uses a currency that is different from the real world needs to provide some form of commerce benchmark for the GM and players to use **if** spending currenct to acquire stuff is something that is within the scope of the game. Sometimes this can be an abstract - wealth ratings and DC checks or rank and quartermaster checks - but if this is something the game wishes to have in play it helps to provide benchmarks. If you look at 5e they provide in the PHB a fairly noticeable cross-section of basic costs they see as ones common enough. I would expect other settings and other expansions to add more details. As for why have rules for how swords and shields affect combat - they are combat implements and are covered as such. Their basic functions are integrated into the combat system. Could 5e have gone more abstract - sure - but it was a design choice they made to include that level of granularity - to tie specific results to specific weapons and it seems to have done well by their audience. I won't try to divine what you call classic traveller but I seem to recall plenty of price lists in classic traveller and I started with the little black books and have played most of the systems since then too. [/QUOTE]
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