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Selling items : illogical rule ?
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<blockquote data-quote="Thasmodious" data-source="post: 4332447" data-attributes="member: 63272"><p>So, just to be clear...10:5 was a great ratio for magic item sales and was just fine, but 10:2 is OMG BROKEN THEY KILLED D&D!!!? Right?</p><p></p><p>BD&D didn't even have rules for magic item sales, I guess you couldn't even do it back then, that sure was a crappy system, since, without the magic 10:5 ratio, the game is completely ruined. </p><p></p><p>While we're on the subject, could you cite the page number in the 3.5 PHB or DMG that dealt with acquiring land, building a castle, paying taxes, and negotiating with your noble neighbors? Hmm, you mean they weren't there? OMG 3E KILLED D&D!!!!</p><p></p><p>Well, how about 2e? They dropped the name level and automatically building a stronghold rules from 1e. OMG 2E KILLED D&D!!!</p><p></p><p>1e? There were such things as name level and attracting followers and "establishing a freehold." But how - magic castle fairies? There were no rules to determine how the castle got built, or how to clear the lands around it, how to get peasants to live on your land, how to negotiate with other rulers. OMG 1E KILLED D&D!!!!</p><p></p><p>OD&D? Nope, didn't have those rules either - wait for it... OMG ORIGINAL D&D KILLED D&D!!! </p><p></p><p>We've achieved a paradox, how about that! </p><p></p><p>Or maybe, just maybe, DMs and groups have been winging such things since the game was invented because rulesets to cover realistic economies, castle construction, and medieval diplomacy were never things the designers felt the rules needed to explicitly cover with tables, charts and guidelines. Instead, as has always been the case, the game system covers the basics of gameplay for fantasy adventure and the people creative enough to invent interesting personalities and design thrilling adventures and entire campaign worlds have simply adjusted the game to suit their own priorities and play style. </p><p></p><p>Next you'll be complaining that 4e is a failure because there aren't spaceship tables or rules for modeling interstellar flight, since your group likes to play swords and spaceships type fantasy. And, without the explicit rules to cover such things, 4e is clearly an inferior system to all other versions of D&D. And, of course, it is completely irrelevant that previous versions didn't have those rules either.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4332447, member: 63272"] So, just to be clear...10:5 was a great ratio for magic item sales and was just fine, but 10:2 is OMG BROKEN THEY KILLED D&D!!!? Right? BD&D didn't even have rules for magic item sales, I guess you couldn't even do it back then, that sure was a crappy system, since, without the magic 10:5 ratio, the game is completely ruined. While we're on the subject, could you cite the page number in the 3.5 PHB or DMG that dealt with acquiring land, building a castle, paying taxes, and negotiating with your noble neighbors? Hmm, you mean they weren't there? OMG 3E KILLED D&D!!!! Well, how about 2e? They dropped the name level and automatically building a stronghold rules from 1e. OMG 2E KILLED D&D!!! 1e? There were such things as name level and attracting followers and "establishing a freehold." But how - magic castle fairies? There were no rules to determine how the castle got built, or how to clear the lands around it, how to get peasants to live on your land, how to negotiate with other rulers. OMG 1E KILLED D&D!!!! OD&D? Nope, didn't have those rules either - wait for it... OMG ORIGINAL D&D KILLED D&D!!! We've achieved a paradox, how about that! Or maybe, just maybe, DMs and groups have been winging such things since the game was invented because rulesets to cover realistic economies, castle construction, and medieval diplomacy were never things the designers felt the rules needed to explicitly cover with tables, charts and guidelines. Instead, as has always been the case, the game system covers the basics of gameplay for fantasy adventure and the people creative enough to invent interesting personalities and design thrilling adventures and entire campaign worlds have simply adjusted the game to suit their own priorities and play style. Next you'll be complaining that 4e is a failure because there aren't spaceship tables or rules for modeling interstellar flight, since your group likes to play swords and spaceships type fantasy. And, without the explicit rules to cover such things, 4e is clearly an inferior system to all other versions of D&D. And, of course, it is completely irrelevant that previous versions didn't have those rules either. [/QUOTE]
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