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<blockquote data-quote="Calion" data-source="post: 7165066" data-attributes="member: 73976"><p>It is, actually, in just precisely the section under discussion.</p><p></p><p><strong><em>Wretched.</em></strong> You live in inhumane conditions…Violence, disease, and hunger follow you wherever you go.</p><p><strong><em>Squalid.</em></strong> You live…in places rife with disease, hunger, and misfortune.</p><p><strong><em>Poor.</em></strong> A poor lifestyle means…simple food…</p><p><strong><em>Modest.</em></strong> You don't go hungry or thirsty…</p><p></p><p>If that isn't a description of differences in caloric intake depending on living standards, I don't know what it is. You may not like that rule, or wish to use that rule, but you can't tell me that it doesn't exist.</p><p></p><p></p><p></p><p>Sure, I could. But I like to expose my players to a variety of challenges, and being able to put them in a situation where they have to actually earn their livings might well be one of them. When a character with both the Survival and carpentry proficiencies can live a far better and healthier life in the woods than in town, why would he bother to try to earn money? It also invites the question: Why live in a city at all, when life is so much better outside it for anyone with Survival skills?</p><p></p><p></p><p></p><p>So you agree that it is the case that a PC artisan can both make 2 gp per day (Comfortable level) <em>and</em> can only eke out a living at a Poor level (2 sp per day)?</p><p></p><p></p><p></p><p>Oh, that's easy. Simply reverse them. Someone with the Survival skill can live in the woods at the equivalent of a Poor level (though they might not notice or care), and a skilled character can practice his profession in a town or city and live at Comfortable. Of course, I can just house-rule just that. But I presume that the game designers know more than I do about game design, and when I see something that makes no sense on the face of it, I presume that it's either an error or there for some good reason that I don't understand. I am reluctant to make a change until I know which one it is.</p></blockquote><p></p>
[QUOTE="Calion, post: 7165066, member: 73976"] It is, actually, in just precisely the section under discussion. [B][I]Wretched.[/I][/B] You live in inhumane conditions…Violence, disease, and hunger follow you wherever you go. [B][I]Squalid.[/I][/B] You live…in places rife with disease, hunger, and misfortune. [B][I]Poor.[/I][/B] A poor lifestyle means…simple food… [B][I]Modest.[/I][/B] You don't go hungry or thirsty… If that isn't a description of differences in caloric intake depending on living standards, I don't know what it is. You may not like that rule, or wish to use that rule, but you can't tell me that it doesn't exist. Sure, I could. But I like to expose my players to a variety of challenges, and being able to put them in a situation where they have to actually earn their livings might well be one of them. When a character with both the Survival and carpentry proficiencies can live a far better and healthier life in the woods than in town, why would he bother to try to earn money? It also invites the question: Why live in a city at all, when life is so much better outside it for anyone with Survival skills? So you agree that it is the case that a PC artisan can both make 2 gp per day (Comfortable level) [I]and[/I] can only eke out a living at a Poor level (2 sp per day)? Oh, that's easy. Simply reverse them. Someone with the Survival skill can live in the woods at the equivalent of a Poor level (though they might not notice or care), and a skilled character can practice his profession in a town or city and live at Comfortable. Of course, I can just house-rule just that. But I presume that the game designers know more than I do about game design, and when I see something that makes no sense on the face of it, I presume that it's either an error or there for some good reason that I don't understand. I am reluctant to make a change until I know which one it is. [/QUOTE]
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