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Rule of Three for 7/25
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5634019" data-attributes="member: 82106"><p>Yes, one ritual, which you will note also has a GP cost. The point is you aren't getting rid of the GP cost then you are just making rituals even WORSE, and so far nobody has managed to make any except a small number of predefined rituals free. </p><p></p><p></p><p></p><p>Except of course you are all complaining about GP cost of rituals... So which is it, smoke and mirrors or the thing that in player's calculations is worth enough to forgo using really useful capabilities of their character? Parcels are putting you on a budget. Pure and simple and so it is parcels that are the problem. Get rid of parcels, you have gone a long way to getting rid of the problem. See, the players will know now "well, gold is a renewable resource, there's a potentially unlimited supply out there we can get, so we can spend it. Maybe we don't want to waste it too much, but there will always be more."</p><p></p><p></p><p></p><p>I think I stated you could make gold not a finite resource and the problem goes away A and B implies C, so if B is false then C doesn't happen.</p><p></p><p></p><p></p><p>Of course, so you took my advice! <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /> The thing is JUST doing that probably isn't enough. If it was why is everyone still complaining? </p><p></p><p>My answer basically comes down to breaking path dependence. Instead of having parcels just decide that you'll shoot for a wealth of X at whatever level. Maybe there will be more if the players are clever, and maybe less if they don't, but instead of doling out fixed amounts of gold, inducing hording, the idea is "adventurers are about so wealthy at level 10" It doesn't have to be anything the DM ever mentions aside from "we won't use parcels", every game gets balanced at some point anyway by the DM. If the players are too profligate then it hurts them some. They just aren't pinching every gold piece anymore.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5634019, member: 82106"] Yes, one ritual, which you will note also has a GP cost. The point is you aren't getting rid of the GP cost then you are just making rituals even WORSE, and so far nobody has managed to make any except a small number of predefined rituals free. Except of course you are all complaining about GP cost of rituals... So which is it, smoke and mirrors or the thing that in player's calculations is worth enough to forgo using really useful capabilities of their character? Parcels are putting you on a budget. Pure and simple and so it is parcels that are the problem. Get rid of parcels, you have gone a long way to getting rid of the problem. See, the players will know now "well, gold is a renewable resource, there's a potentially unlimited supply out there we can get, so we can spend it. Maybe we don't want to waste it too much, but there will always be more." I think I stated you could make gold not a finite resource and the problem goes away A and B implies C, so if B is false then C doesn't happen. Of course, so you took my advice! :angel: The thing is JUST doing that probably isn't enough. If it was why is everyone still complaining? My answer basically comes down to breaking path dependence. Instead of having parcels just decide that you'll shoot for a wealth of X at whatever level. Maybe there will be more if the players are clever, and maybe less if they don't, but instead of doling out fixed amounts of gold, inducing hording, the idea is "adventurers are about so wealthy at level 10" It doesn't have to be anything the DM ever mentions aside from "we won't use parcels", every game gets balanced at some point anyway by the DM. If the players are too profligate then it hurts them some. They just aren't pinching every gold piece anymore. [/QUOTE]
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