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<blockquote data-quote="mlund" data-source="post: 6071412" data-attributes="member: 50304"><p>While the aesthetics are nice, the real issue is one of mechanical viability. Mike opened up quite a can of worms when he threw back towards AD&D's strongholds and followers system as a model for high-level play mechanics. Instead of a strict linear progression of personal dungeon-crashing abilities, high-level characters are looking at a less steep progression of monster-crushing power and more development into their influence over the wider world. This requires logistics that are heavily dependent on economics.</p><p></p><p>It isn't that you need super-detailed exchange rates, but when you start dealing with players raising armies, guilds, or trade networks and they are building towers, keeps, or towns then you at least need more separation between the economic tiers of goods and services than the "gold-rush boom-town gold standard" really provides.</p><p></p><p>Some editions of D&D had higher-level players routinely expected to find, craft, or buy items that's market price was set at something equivalent to the cost of an entire city. Others set prices on land and construction that were laughable as the entire gross domestic product of all the citizens in the kingdom couldn't pay to build the king's castle or the city's walls in a hundred years. Even worse, they set wage rates to a point where peasants either shouldn't be able to feed themselves or all should have been able to afford chain mail and long swords by the end of their first year farming.</p><p></p><p>These all tend to stem from the same problem of ignoring the lower tiers of currency, goods, and services. In a system were you expect peasants to deal in coppers, merchants in silvers, and nobles in gold a lot of these these problems diminish with minimal attention vs. systems where you can't buy a burlap sack of a loaf of bread without dropping gold coins.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6071412, member: 50304"] While the aesthetics are nice, the real issue is one of mechanical viability. Mike opened up quite a can of worms when he threw back towards AD&D's strongholds and followers system as a model for high-level play mechanics. Instead of a strict linear progression of personal dungeon-crashing abilities, high-level characters are looking at a less steep progression of monster-crushing power and more development into their influence over the wider world. This requires logistics that are heavily dependent on economics. It isn't that you need super-detailed exchange rates, but when you start dealing with players raising armies, guilds, or trade networks and they are building towers, keeps, or towns then you at least need more separation between the economic tiers of goods and services than the "gold-rush boom-town gold standard" really provides. Some editions of D&D had higher-level players routinely expected to find, craft, or buy items that's market price was set at something equivalent to the cost of an entire city. Others set prices on land and construction that were laughable as the entire gross domestic product of all the citizens in the kingdom couldn't pay to build the king's castle or the city's walls in a hundred years. Even worse, they set wage rates to a point where peasants either shouldn't be able to feed themselves or all should have been able to afford chain mail and long swords by the end of their first year farming. These all tend to stem from the same problem of ignoring the lower tiers of currency, goods, and services. In a system were you expect peasants to deal in coppers, merchants in silvers, and nobles in gold a lot of these these problems diminish with minimal attention vs. systems where you can't buy a burlap sack of a loaf of bread without dropping gold coins. - Marty Lund [/QUOTE]
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