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The Next D&D Book is JOURNEYS THROUGH THE RADIANT CITADEL
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<blockquote data-quote="Ruin Explorer" data-source="post: 8809629" data-attributes="member: 18"><p>The text supports that idea incredibly strongly. I just quoted it dude. There's no getting away from the fact that the text we have both supports and strongly implies that the guards are playing "guess a number".</p><p></p><p>That's criminal levels of underwritten. Just don't even put in an element that is that underwritten!</p><p></p><p>Sure, but that runs hard AGAINST the text, which implies that you have to give according to your means OR ELSE.</p><p></p><p>Personally I'd just ditch that element and let it run on import taxes. Rule 0 and all that, but like, newbie DMs with good hearts will getting this setting/adventure book and absolute chaos is going to ensure.</p><p></p><p>Define "political". My experience is that regardless of the <em>real-world</em> politics of the players involved, all D&D-style adventurers are hardline libertarians when it comes to strangers trying to enforce weird or oppressive-seeming laws on them, even if they have very different attitudes to laws from their "own" lands/churches/knightly thotherhoods etc.</p><p></p><p>But really have you been taxing the PCs and they've just been fine with it? Because I think your group is the odd one out here. This is one of the few unbending rules of D&D I've ever come across and most D&D comic strips refer to it a fair bit.</p><p></p><p>Uh-huh. It's an unacceptable level of incompetence, though. Just don't include an element if you can't do it justice.</p><p></p><p>This is a valid question but the reason is pretty straightforward and why Cormyr is the exception.</p><p></p><p>In the vast majority of settings, taxes are just vaguely referred to, usually as things that merchants or land-owners have to pay. We don't know how much, we often don't know the structure of how they're collected, nor the frequency, and so on. So it's essentially just something vaguely mentioned in worldbuilding or that features in some adventures and is entirely arbitrary. I can't even think of the last time a setting decided to try and tax adventurers. This is especially the case because nomadic adventurers are outside the typical medieval structures whereby taxes are levied. In older-school stuff it seemed like taxes were included in various upkeep costs for castles etc.</p><p></p><p>Cormyr, which is over-detailed as hell, unfortunately has a lot of its laws and some specific taxes (IIRC, certainly "charges") laid out with actual (extremely high) numerical values. Further at least one edition of Cormyr basically insisted you had to enforce this.</p><p></p><p>With other RPGs you sometimes see tax-like stuff, or protection rackets (which very akin to tax in many situations), but it's usually used to drive conflict, like in Vampire when some courts required you to tithe to the Prince.</p><p></p><p>(As an aside I'm an extremely pro-tax person IRL but I'm realist when it comes to D&D adventurers and trouble. Don't start none, won't be none.)</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8809629, member: 18"] The text supports that idea incredibly strongly. I just quoted it dude. There's no getting away from the fact that the text we have both supports and strongly implies that the guards are playing "guess a number". That's criminal levels of underwritten. Just don't even put in an element that is that underwritten! Sure, but that runs hard AGAINST the text, which implies that you have to give according to your means OR ELSE. Personally I'd just ditch that element and let it run on import taxes. Rule 0 and all that, but like, newbie DMs with good hearts will getting this setting/adventure book and absolute chaos is going to ensure. Define "political". My experience is that regardless of the [I]real-world[/I] politics of the players involved, all D&D-style adventurers are hardline libertarians when it comes to strangers trying to enforce weird or oppressive-seeming laws on them, even if they have very different attitudes to laws from their "own" lands/churches/knightly thotherhoods etc. But really have you been taxing the PCs and they've just been fine with it? Because I think your group is the odd one out here. This is one of the few unbending rules of D&D I've ever come across and most D&D comic strips refer to it a fair bit. Uh-huh. It's an unacceptable level of incompetence, though. Just don't include an element if you can't do it justice. This is a valid question but the reason is pretty straightforward and why Cormyr is the exception. In the vast majority of settings, taxes are just vaguely referred to, usually as things that merchants or land-owners have to pay. We don't know how much, we often don't know the structure of how they're collected, nor the frequency, and so on. So it's essentially just something vaguely mentioned in worldbuilding or that features in some adventures and is entirely arbitrary. I can't even think of the last time a setting decided to try and tax adventurers. This is especially the case because nomadic adventurers are outside the typical medieval structures whereby taxes are levied. In older-school stuff it seemed like taxes were included in various upkeep costs for castles etc. Cormyr, which is over-detailed as hell, unfortunately has a lot of its laws and some specific taxes (IIRC, certainly "charges") laid out with actual (extremely high) numerical values. Further at least one edition of Cormyr basically insisted you had to enforce this. With other RPGs you sometimes see tax-like stuff, or protection rackets (which very akin to tax in many situations), but it's usually used to drive conflict, like in Vampire when some courts required you to tithe to the Prince. (As an aside I'm an extremely pro-tax person IRL but I'm realist when it comes to D&D adventurers and trouble. Don't start none, won't be none.) [/QUOTE]
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