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Uncommon items - actually common?
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<blockquote data-quote="Deset Gled" data-source="post: 9500065" data-attributes="member: 7808"><p>I, too, would like a game world with more economic logic/versimilitude/crunchiness/whatever. However, I feel that as D&D has increasingly less resource management, it's inevitable that the economics of the game world become less... that stuff. Making everything work together at the economic level requires an extra level(s) of math that the designers have deliberately chosen to omit. I understand the reasons for that decision, I'm just not pleased by the tradeoff.</p><p></p><p></p><p></p><p>I agree that it's very much an issue of the name, which is essentially jargon. </p><p></p><p>The current "common, uncommon, rare, etc" terminology is very close to that used in many video games (and CCGs, etc.). Some people may say that's a result of 5e being more "video game-y", but IMNSHO it's more about using modern language that's quickly and easily understandood by more people. Using more bespoke terminology may sometimes make RPGs feel unique and interesting, but there are also times when it makes them feel archaic or gatekeep-y. This is an area where I just don't think the battle over jargon would be a win for either side.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 9500065, member: 7808"] I, too, would like a game world with more economic logic/versimilitude/crunchiness/whatever. However, I feel that as D&D has increasingly less resource management, it's inevitable that the economics of the game world become less... that stuff. Making everything work together at the economic level requires an extra level(s) of math that the designers have deliberately chosen to omit. I understand the reasons for that decision, I'm just not pleased by the tradeoff. I agree that it's very much an issue of the name, which is essentially jargon. The current "common, uncommon, rare, etc" terminology is very close to that used in many video games (and CCGs, etc.). Some people may say that's a result of 5e being more "video game-y", but IMNSHO it's more about using modern language that's quickly and easily understandood by more people. Using more bespoke terminology may sometimes make RPGs feel unique and interesting, but there are also times when it makes them feel archaic or gatekeep-y. This is an area where I just don't think the battle over jargon would be a win for either side. [/QUOTE]
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