darkInertia said:
There is no actual economy in 4e, and this was intended. When you purchase a suit of armor for 50g from the armorer, he does not in turn use that money to purchase bread for his family - the gold simple disappears.
See, in a role-playing game, you asume that's exactly what he does. You play your character's role. You interact with the world as your character would interact with it, and that world interacts right back at you.
It's all well and good for a blacksmith in a computer RPG to stand at his forge, day and night, waiting to evaporate your gold and provide you with new armor in place of that evaporated gold.
Nobody expects CRPGs to reflect a world very well at all. Computers aren't supposed to be able to do that. And the ones that do simulate this just end up causing downtime while you stand around outside the blacksmith's shop waiting for the computerized sun to rise and the blacksmith to get to work.
But a tabletop roleplaying game can be the best of both worlds. That blacksmith closes shop for the night, but we players can say "I go to my room and sleep then return in the morning." and time flies right by. Or the DM can interrupt it with a dragon burning down the village during the night, too. It's all interactive.
So no, in a tabletop RPG, that gold doesn't evaporate. That blacksmith does use his profit to provide for himself and his family.
darkInertia said:
Money is a reward system for PCs and it was a design decision to make it easier (i.e. cheaper) to find items than purchase/make them.
Only if you apply a CRPG mindset to a tabletop RPG.
As for me, I like to allow my PC to run my CRPG games. When I sit down with friends at the gaming table, I would like for my gaming system to give me something that I can't find in a CRPG.
darkInertia said:
DnD has always been at its core, since the original, about being adventurers going on adventures. The core book reflects this, and many of the game mechanics in 4e have been simplified and written from a non-simulationist viewpoint in order to make the core of the game balance, streamlined, and simplier than previous editions.
Agreed.
But previous systems either left the concept alone (like having no prices at all in the AD&D magic item lists) or provided a reasonable working solution.
4e has gone a different direction. Rather than just omitting something and letting the players work it out, 4e is perfectly content to provide some crappy, unrealistic, mindless content.
This direction is pretty much new for 4e.
darkInertia said:
It is fine if player's in a campaign want things that aren't explicit in the rules - crafting, profession, castle building, gaining followers, becoming merchants, etc. It's even better if those are related to role-playing and not just trying to break the sysytem/be a pain in the DM's butt. But whether or not you agree with the decisions or not to include or exclude particulars in 4e rules, it's not particularly productive to have an argument over whether or not it should have been included in the first place. They're not going to rewrite the rules just to fill your desires. A better use of your time would be to work together with like-minded individuals to add the level of complexity or simulation into the game. Or to find a different system that fits better with how you want to play your game.
No, they won't rewrite them for 4e.
But there might be a 4.5 with some much needed fixes.
Or a supplement book called something like "4e Believable Economics" or some such.
Or maybe a 3rd party vendor will tackle the situation.
Or, maybe just hashing it out on the web with other reasonable players might let us come to a solution. Not much of a solution in this thread yet, but some of these "The RAW is broken" threads actually have people posting solutions that seem like reasonable fixes.
So far, this thread has remained in the "We aren't sure there's a problem" stage and hasn't progressed to the "OK, there's clearly a problem, let's suggest some fixes" stage.