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Uncommon items - actually common?
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<blockquote data-quote="kigmatzomat" data-source="post: 9508864" data-attributes="member: 9254"><p>Alternately....what if color, cut and clarity have nothing to do with the value in d&d? What if it is simple mass relationship? </p><p></p><p>Much like not needing to know the quality of copper, I see no merit in caring about the yardstick that sets value, unless there is a game impact. If gemcutting as a skill can increase value, great, roll some dice, but I really don't care if it gets more valuable as a cushion cut, a sphere, or a simple cube. Make the d20 roll and the gem gets gem-ier. I mean, maybe the gem cutter increases the overall rubiosity of a ruby by excising negative-rubiosity mass. To me this is the least interesting aspect of economics. </p><p></p><p>Where economics helps a game is that some people seek power. Wealth is a form of power, with trade and banking a means of exerting control with that power. It is a non-combat way for that mythical level 0 npc to influence the world. </p><p></p><p>The npc that can make magic items can influence an area by what they make. Healing potions or poison? Tools or weapons? Protective charms or enchantments? </p><p></p><p>The rules on how things are made set the stage for who can feasibly make them, and how ,uch they cost get to who would feasibly own them. And that gets to the world the player characters live in.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9508864, member: 9254"] Alternately....what if color, cut and clarity have nothing to do with the value in d&d? What if it is simple mass relationship? Much like not needing to know the quality of copper, I see no merit in caring about the yardstick that sets value, unless there is a game impact. If gemcutting as a skill can increase value, great, roll some dice, but I really don't care if it gets more valuable as a cushion cut, a sphere, or a simple cube. Make the d20 roll and the gem gets gem-ier. I mean, maybe the gem cutter increases the overall rubiosity of a ruby by excising negative-rubiosity mass. To me this is the least interesting aspect of economics. Where economics helps a game is that some people seek power. Wealth is a form of power, with trade and banking a means of exerting control with that power. It is a non-combat way for that mythical level 0 npc to influence the world. The npc that can make magic items can influence an area by what they make. Healing potions or poison? Tools or weapons? Protective charms or enchantments? The rules on how things are made set the stage for who can feasibly make them, and how ,uch they cost get to who would feasibly own them. And that gets to the world the player characters live in. [/QUOTE]
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