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<blockquote data-quote="Sunseeker" data-source="post: 5925326"><p>I give my players(this is 4e) a pittance in gold, anything they need will be worked into the game and they'll have to work for it.</p><p></p><p>To me, it doesn't make a difference if DDN uses the gold standard, the silver standard, or the wooden nickel standard. In the end, I'll end up paying my players what they need for the game. If that's 10 billion gold so that they can get a flying airship and summon greater elementals to power it, fine, that's the kind of game I'm running. If my adventurers are to be poor mooks wearing hand-me-down armor, then they will get all the wooden nickels they can carry.</p><p></p><p>In the end, what I want from DDN is simply some reasonable standardization and a simple metric-system-style conversion chart. IE: everything is 1/10th, 1/100th, 1/1000th, no 2/3rd, 5/8ths, 17/32nds to convert from one to another. I want to see prices to be reasonable, if things are so expensive that I have to hand-waive giving my players their starting gear, that's a problem. A player of X class should be able to afford the <em>basic</em> gear for it, that means heavy armor, a shield, and a sword, as well as some pocket change.</p><p></p><p>The idea that my players may have more gold than realistically exists in a world doesn't bother me. If it bothers my players too much, they'll suddenly find themselves carrying fiat money issued by the local government. I'll then force them to use trading posts to convert their money(at rates randomly pulled from IRL coversion charts) to the local currency, which will immediately be worthless as soon as they topple the local regime. </p><p></p><p>Suffice to say, to me what matters is how much things cost compared to how much income the players are making, not what they're getting paid in.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5925326"] I give my players(this is 4e) a pittance in gold, anything they need will be worked into the game and they'll have to work for it. To me, it doesn't make a difference if DDN uses the gold standard, the silver standard, or the wooden nickel standard. In the end, I'll end up paying my players what they need for the game. If that's 10 billion gold so that they can get a flying airship and summon greater elementals to power it, fine, that's the kind of game I'm running. If my adventurers are to be poor mooks wearing hand-me-down armor, then they will get all the wooden nickels they can carry. In the end, what I want from DDN is simply some reasonable standardization and a simple metric-system-style conversion chart. IE: everything is 1/10th, 1/100th, 1/1000th, no 2/3rd, 5/8ths, 17/32nds to convert from one to another. I want to see prices to be reasonable, if things are so expensive that I have to hand-waive giving my players their starting gear, that's a problem. A player of X class should be able to afford the [I]basic[/I] gear for it, that means heavy armor, a shield, and a sword, as well as some pocket change. The idea that my players may have more gold than realistically exists in a world doesn't bother me. If it bothers my players too much, they'll suddenly find themselves carrying fiat money issued by the local government. I'll then force them to use trading posts to convert their money(at rates randomly pulled from IRL coversion charts) to the local currency, which will immediately be worthless as soon as they topple the local regime. Suffice to say, to me what matters is how much things cost compared to how much income the players are making, not what they're getting paid in. [/QUOTE]
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