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<blockquote data-quote="Xetheral" data-source="post: 7333820" data-attributes="member: 6802765"><p>Quibble: bounded accuracy means a +1 bonus must be <em>rare</em>, but the <em>utility</em> of a +1 bonus is not increased as a result of bounded accuracy. Mathematically the bonus still represents exactly the same 5 percentage-point increase in the chance of a successful roll that had (and has) an uncertain outcome.</p><p></p><p></p><p></p><p>I disagree entirely. Because in a TTRPG the DM has direct control over how much currency is introduced, there is no inherent need for money sinks to control the amount of currency in play. Money sinks are only really necessary in computer games where the developers may not have direct control over how much time the players put into generating currency, and thus require a (non-linear) money sink to control the money supply. Also, the flexibility provided by having a DM in TTRPGs means money doesn't need to just flow uselessly into money sinks, but can instead be used as a valuable resource for overcoming obstacles.</p><p></p><p>I'm frankly shocked that you consider money sinks a common feature of TTRPG play. If you find yourself needing to rely on them, why not just give the characters less currency in the first place?</p></blockquote><p></p>
[QUOTE="Xetheral, post: 7333820, member: 6802765"] Quibble: bounded accuracy means a +1 bonus must be [i]rare[/i], but the [i]utility[/i] of a +1 bonus is not increased as a result of bounded accuracy. Mathematically the bonus still represents exactly the same 5 percentage-point increase in the chance of a successful roll that had (and has) an uncertain outcome. I disagree entirely. Because in a TTRPG the DM has direct control over how much currency is introduced, there is no inherent need for money sinks to control the amount of currency in play. Money sinks are only really necessary in computer games where the developers may not have direct control over how much time the players put into generating currency, and thus require a (non-linear) money sink to control the money supply. Also, the flexibility provided by having a DM in TTRPGs means money doesn't need to just flow uselessly into money sinks, but can instead be used as a valuable resource for overcoming obstacles. I'm frankly shocked that you consider money sinks a common feature of TTRPG play. If you find yourself needing to rely on them, why not just give the characters less currency in the first place? [/QUOTE]
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