Mustrum_Ridcully said:The interesting question might be: Why did the designers use the economy system as it is now? What was their reasoning for the scale? Is there something we're missing? Or did the designers just settle for the first system that proved to work in game?
It's apparent that thought was put into the 4E system.
For example, level 7 through 10 is 44% linearly better than each previous level. Then bam, when the + jumps from +1 to +2, a big step increase of 200+%. That is a good model (with regard to itself) because of the step increase in damage (on average) from a level 10 +1 special item to a level 11 +2 vanilla item.
What is not apparent is that it seems that the designers, when considering the issues that bugged people in previous versions, did not consider economy too much. The PHB costs are similar to before except for replacing a mug of ale with a flask of ale (simplicity). The cost of Plate was drastically lowered, just to make it easy for the Defender role to be filled with great AC early on (ease of play).
The considerations are for ease of play and simplicity, not verisimilitude.
Which is fine. Definitely the stated goals of the designers.
However, it does ignore one of the largest verisimilitude issues of the previous issues.
With respect to the x5 per + issue, I think this was just again simplicity. It's easy to remember. 20% re-sale is easy to remember.
And, one other aspect to it. When only going to level 20, each PC is only about 2x to 3x as wealthy as a 3E DND PC. In other words, the x5 per + rule allowed the designers to stay within one magnitude of 3E wealth rules (it's somewhat unfair to compare level 20 3E PCs with level 30 4E PCs). I think this is the #1 reason they pick the x5 per + rule. It kept money similar in curve to 3E.
But unfortunately, picking these values exacerbate the issues that economy has had all along in DND.
And, I also think the 44% increase is based solely on the x5 per + issue. Obviously, if they would have pick x3 for the scale, it would have been something like 25% per level instead.