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Selling loot for half price - why?
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<blockquote data-quote="Peni Griffin" data-source="post: 3452318" data-attributes="member: 50322"><p>D&D economics has been whacked from the beginning and you will make yourself crazy if you think about it too hard. As written, they do not work, and have never worked. Each DM and each campaign has an individual point at which it is wise to draw the line in changing things; no one but you can decide where that line is. Various things that have eased the pain for people I've known:</p><p></p><p>Developing a formula converting time to money for various endeavors (for instance, spending x amount of time looking for a buyer generates x% more on resale; adding extra time makes magic item creation cheaper, etc.).</p><p>Tweaking campaign settings to reflect the economic reality desired; i.e., central locations where adventurers can meet to swap magic items; assigning values to locations to indicate inflated or depressed markets;</p><p>Using real-world knowledge to create tables randomizing profit and loss from economic endeavors such as resale of titems (economics majors who are also game mechanics adore doing this).</p><p></p><p>As for why such things aren't mentioned in the books: The designers are not (and apparently no designers ever were) interested in economics in D&D, and assume that any players who are can and will introduce their own tweaks. Did 3E not include the famous line about "guidelines not rules?"</p></blockquote><p></p>
[QUOTE="Peni Griffin, post: 3452318, member: 50322"] D&D economics has been whacked from the beginning and you will make yourself crazy if you think about it too hard. As written, they do not work, and have never worked. Each DM and each campaign has an individual point at which it is wise to draw the line in changing things; no one but you can decide where that line is. Various things that have eased the pain for people I've known: Developing a formula converting time to money for various endeavors (for instance, spending x amount of time looking for a buyer generates x% more on resale; adding extra time makes magic item creation cheaper, etc.). Tweaking campaign settings to reflect the economic reality desired; i.e., central locations where adventurers can meet to swap magic items; assigning values to locations to indicate inflated or depressed markets; Using real-world knowledge to create tables randomizing profit and loss from economic endeavors such as resale of titems (economics majors who are also game mechanics adore doing this). As for why such things aren't mentioned in the books: The designers are not (and apparently no designers ever were) interested in economics in D&D, and assume that any players who are can and will introduce their own tweaks. Did 3E not include the famous line about "guidelines not rules?" [/QUOTE]
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Selling loot for half price - why?
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