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On character wealth an d game balance
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 7085328" data-attributes="member: 32740"><p>My standard response is that D&D is not now and never has been even REMOTELY a viable economic simulator. IMO people shouldn't try to make it one. RPG's are not designed by people like Milton Friedman or Alan Greenspan because roleplaying economics with any accuracy - IME - makes a game insufferably dull and tedious. Clearly it bothers some more than others and I truly wish them luck making viable game world economics and the looting of tombs and dragon hoards by teams of Conans work seamlessly. Seems to me the issue arises when trying to force <u>PC's</u> to fit the world economy as if they were normal people. If you simply focus on keeping the PC's experiences in the game world interesting (without being out of control) and IGNORE the real effects that they would have on an economy and the real restrictions they'd face in that economy then the game will go smoothly and the economy can be ignored unless the DM, for whatever reasons, WANTS to make it an issue. The game is supposed to revolve about the experience of the PC's after all.</p><p></p><p>How a peasant actually earns money, how much money he earns, how much money it takes to collapse a local economy, etc. These things just don't matter - unless the DM insists that they do. Players don't much care if the economic model actually works and makes sense - until the DM has it affecting their PC's. And even then it doesn't have to really work out mathematically and sociologically. The only part that matters is the UTTERLY superficial part that the players/PC's see and interact with. You don't need to establish WHY a backpack costs 2 GP, it just does. The players will not care unless they find that their newly created PC can't afford one. And then it only matters until they come back from the first adventure with 100 gp in their pocket to spend on more stuff.</p><p></p><p>When a PC has 50,000 gp and finds he has nothing to spend it on because the only things that valuable are <em>magical items</em> is that supposed to be a valid knock against the never-has-existed economic model of the game or a challenge for the DM or player to figure out something else viable to do with it? Like build a castle, a merchant empire, a small city, a small country (from a bankrupt king who wants to sell it and become an adventurer himself)...</p><p></p><p>Making a D&D economy <em>make sense</em> is missing the point. IMO.</p><p></p><p>YMMV</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 7085328, member: 32740"] My standard response is that D&D is not now and never has been even REMOTELY a viable economic simulator. IMO people shouldn't try to make it one. RPG's are not designed by people like Milton Friedman or Alan Greenspan because roleplaying economics with any accuracy - IME - makes a game insufferably dull and tedious. Clearly it bothers some more than others and I truly wish them luck making viable game world economics and the looting of tombs and dragon hoards by teams of Conans work seamlessly. Seems to me the issue arises when trying to force [U]PC's[/U] to fit the world economy as if they were normal people. If you simply focus on keeping the PC's experiences in the game world interesting (without being out of control) and IGNORE the real effects that they would have on an economy and the real restrictions they'd face in that economy then the game will go smoothly and the economy can be ignored unless the DM, for whatever reasons, WANTS to make it an issue. The game is supposed to revolve about the experience of the PC's after all. How a peasant actually earns money, how much money he earns, how much money it takes to collapse a local economy, etc. These things just don't matter - unless the DM insists that they do. Players don't much care if the economic model actually works and makes sense - until the DM has it affecting their PC's. And even then it doesn't have to really work out mathematically and sociologically. The only part that matters is the UTTERLY superficial part that the players/PC's see and interact with. You don't need to establish WHY a backpack costs 2 GP, it just does. The players will not care unless they find that their newly created PC can't afford one. And then it only matters until they come back from the first adventure with 100 gp in their pocket to spend on more stuff. When a PC has 50,000 gp and finds he has nothing to spend it on because the only things that valuable are [I]magical items[/I] is that supposed to be a valid knock against the never-has-existed economic model of the game or a challenge for the DM or player to figure out something else viable to do with it? Like build a castle, a merchant empire, a small city, a small country (from a bankrupt king who wants to sell it and become an adventurer himself)... Making a D&D economy [I]make sense[/I] is missing the point. IMO. YMMV [/QUOTE]
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