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New Q&A: Starting Gold, Paragon and Prestige Paths, and bounded accuracy vs. Feats
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<blockquote data-quote="howandwhy99" data-source="post: 6124249" data-attributes="member: 3192"><p>D&D usually works on a barter system that is determined by rules for PCs interacting with NPCs. As part of that system most "civilized" D&D cultures use a material-based currency (not a numbers-based record of one as we use today). A material-based bartering economy is one of the Medieval parts of the game. Feel free to change it to make it as fantastical or Modern as you desire.</p><p></p><p>People barter not only because they need more than what they have, but because the animals, land, crafted/worked goods, services, and information they do have differ in value between themselves and other people. Add to that changes over time for all individuals and acquiring other resources becomes highly desirable to all living creatures. That means trade rather than self-sufficiency for lawful creatures. Or, in the case of chaotic ones, forcibly taking from others.</p><p></p><p>A Material-based currency is usually adopted by lawful cultures because of its Reliability. One or more resources are chosen that are considered more or less finite and unchanging in amount. This is supposed to provide for a stable economy.</p><p></p><p>Of course, other elements affect what currency is chosen. </p><p>Perceived Value - based on how much the creatures partaking in the economy value the material (gold is pretty as are jewels, iron and and steel good for metal crafts, slaves good for labor, etc.)</p><p>Utility Value - The actual value of the material in relation to all the goods and services capable of and performed by a community. (This leaves out unknown goods and services, so information has value too.)</p><p>Portability - How much currency can easily be moved about for trade?</p><p>Rarity - If you have too much or too little of the material around for trade then small denominations for the poorest become untenable.</p><p></p><p>For a Medieval European economy I think D&D has a fine starting point of a mixed metals and gems currency with open barter as the base. Their rarity also determines a large portion of the setting's available Natural Resources for communities to gather and refine/craft. This also helps define what crafted works are available by region prior to trade. These defined natural resources means you can balance the game world across large populations without giving any one a significant advantage, at least not a material one. (Of course that can be played with too once you account for all the other resources the game includes.)</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6124249, member: 3192"] D&D usually works on a barter system that is determined by rules for PCs interacting with NPCs. As part of that system most "civilized" D&D cultures use a material-based currency (not a numbers-based record of one as we use today). A material-based bartering economy is one of the Medieval parts of the game. Feel free to change it to make it as fantastical or Modern as you desire. People barter not only because they need more than what they have, but because the animals, land, crafted/worked goods, services, and information they do have differ in value between themselves and other people. Add to that changes over time for all individuals and acquiring other resources becomes highly desirable to all living creatures. That means trade rather than self-sufficiency for lawful creatures. Or, in the case of chaotic ones, forcibly taking from others. A Material-based currency is usually adopted by lawful cultures because of its Reliability. One or more resources are chosen that are considered more or less finite and unchanging in amount. This is supposed to provide for a stable economy. Of course, other elements affect what currency is chosen. Perceived Value - based on how much the creatures partaking in the economy value the material (gold is pretty as are jewels, iron and and steel good for metal crafts, slaves good for labor, etc.) Utility Value - The actual value of the material in relation to all the goods and services capable of and performed by a community. (This leaves out unknown goods and services, so information has value too.) Portability - How much currency can easily be moved about for trade? Rarity - If you have too much or too little of the material around for trade then small denominations for the poorest become untenable. For a Medieval European economy I think D&D has a fine starting point of a mixed metals and gems currency with open barter as the base. Their rarity also determines a large portion of the setting's available Natural Resources for communities to gather and refine/craft. This also helps define what crafted works are available by region prior to trade. These defined natural resources means you can balance the game world across large populations without giving any one a significant advantage, at least not a material one. (Of course that can be played with too once you account for all the other resources the game includes.) [/QUOTE]
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New Q&A: Starting Gold, Paragon and Prestige Paths, and bounded accuracy vs. Feats
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