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<blockquote data-quote="Andor" data-source="post: 3261392" data-attributes="member: 1879"><p>The more I think about it, the less I like using cash as a balancing mechanism as levels advance. It smacks of video games where halfway through the game you're in towns where the local woodsman are chopping down trees with axes worth more than the entire village you started the game in. </p><p></p><p>The senselessness of it is most apparent in magic items. A high level mage might pay 70,000 gp for 'components' to make a magic staff. Who even has that much magic fluff stored away, and why doesn't the purchase destabilize the economy of the kingdom? For that matter, why isn't sale of magic fluff controlled by law and managed by the kingdom? That'd put a damper on those pesky necromancers and their magic items of doom. </p><p></p><p>A fighter who wants his handy longsword +2 turned into a longsword +3 spends 10,000 gp with his local enchanter. Why? For that much money he can hire a unit of heavy calvalry for the year, with enough left over for a square of archers. That'd probably put more of a hurt on his foes, don't you think?</p><p></p><p>There are plenty of other mechanical ways to balance magic items across levels without exponentially increasing prices and cash rewards. I'm not saying D&D needs to become an accurate economic modelling system, but there's no need to make Adam Smith cry every time you pick up the DMG.</p></blockquote><p></p>
[QUOTE="Andor, post: 3261392, member: 1879"] The more I think about it, the less I like using cash as a balancing mechanism as levels advance. It smacks of video games where halfway through the game you're in towns where the local woodsman are chopping down trees with axes worth more than the entire village you started the game in. The senselessness of it is most apparent in magic items. A high level mage might pay 70,000 gp for 'components' to make a magic staff. Who even has that much magic fluff stored away, and why doesn't the purchase destabilize the economy of the kingdom? For that matter, why isn't sale of magic fluff controlled by law and managed by the kingdom? That'd put a damper on those pesky necromancers and their magic items of doom. A fighter who wants his handy longsword +2 turned into a longsword +3 spends 10,000 gp with his local enchanter. Why? For that much money he can hire a unit of heavy calvalry for the year, with enough left over for a square of archers. That'd probably put more of a hurt on his foes, don't you think? There are plenty of other mechanical ways to balance magic items across levels without exponentially increasing prices and cash rewards. I'm not saying D&D needs to become an accurate economic modelling system, but there's no need to make Adam Smith cry every time you pick up the DMG. [/QUOTE]
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