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<blockquote data-quote="Hussar" data-source="post: 5121112" data-attributes="member: 22779"><p>As I said earlier, I don't really care if it was in a totally supplementary book.</p><p></p><p>The problem, if you put it in core, is you run into the 4e design philosophy that everything in core is meant to be used. It's not like earlier editions where you got reams of material in core and it was highly unlikely that a given DM would use every single thing. DM's would pick and choose depending on what they wanted.</p><p></p><p>4e isn't built like that. It's a much more focused design. (Whether that's a good or bad thing, I don't know)</p><p></p><p>So, if you include something like this in the core design, then you have to allow for it in every subsequent book. Every module now has to take into account these rules. Do the players have Boots Low Soft, granting them a +1 Sneak? How does that affect Skill Challenges? Do the players have the resources of an entire kingdom at their disposal? How does that affect adventure design? Do the players even have the resources of a mid sized trading house (which can easily be tied up in thousands of gold pieces of value) and how does that interact with everything else.</p><p></p><p>And, how do you balance a game where half the players are buying inns and businesses and the other half are buying adventuring equipment?</p><p></p><p>Now, you could deal with this by siloing it off entirely from the rest of the game. Nothing within the realm of Macro Economic Gaming interacts directly with the rest of the game. So, you can run a Mercantile House, but, nothing in that silo actually impacts the Combat or Skills silos. </p><p></p><p>But, I don't think that's quite what people are looking for here. Personally, I could get behind that rather well. Having a castle/mercantile prince/whatever would be an interesting silo, similar to the Affiliations rules for 3.5 in the 3.5 PHB2. Other than some very minor bonuses, the Affiliations had no real direct impact on anything else in the game. They simply added a higher altitude mini game onto the existing game.</p><p></p><p>That's an idea I could get behind.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5121112, member: 22779"] As I said earlier, I don't really care if it was in a totally supplementary book. The problem, if you put it in core, is you run into the 4e design philosophy that everything in core is meant to be used. It's not like earlier editions where you got reams of material in core and it was highly unlikely that a given DM would use every single thing. DM's would pick and choose depending on what they wanted. 4e isn't built like that. It's a much more focused design. (Whether that's a good or bad thing, I don't know) So, if you include something like this in the core design, then you have to allow for it in every subsequent book. Every module now has to take into account these rules. Do the players have Boots Low Soft, granting them a +1 Sneak? How does that affect Skill Challenges? Do the players have the resources of an entire kingdom at their disposal? How does that affect adventure design? Do the players even have the resources of a mid sized trading house (which can easily be tied up in thousands of gold pieces of value) and how does that interact with everything else. And, how do you balance a game where half the players are buying inns and businesses and the other half are buying adventuring equipment? Now, you could deal with this by siloing it off entirely from the rest of the game. Nothing within the realm of Macro Economic Gaming interacts directly with the rest of the game. So, you can run a Mercantile House, but, nothing in that silo actually impacts the Combat or Skills silos. But, I don't think that's quite what people are looking for here. Personally, I could get behind that rather well. Having a castle/mercantile prince/whatever would be an interesting silo, similar to the Affiliations rules for 3.5 in the 3.5 PHB2. Other than some very minor bonuses, the Affiliations had no real direct impact on anything else in the game. They simply added a higher altitude mini game onto the existing game. That's an idea I could get behind. [/QUOTE]
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