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What's the point of gold?
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<blockquote data-quote="Remathilis" data-source="post: 6547307" data-attributes="member: 7635"><p>Well now, we're getting into the micromanaging element. Yes, as a DM I can rule yes or no on any given item, but realistically, how often does a DM claim you (assuming you have coin and are some area with reasonable trade*) you can't buy plate armor? Heavy Crossbows? A boat (near a body of water)? 200 feet of rope? All of these things are just as susceptible to market flux, but few DMs I've ever seen care about supply and demand of goods. </p><p></p><p>Speaking of which, we're diving back into houserules, unless you want to show me the part in the DMG where it talks about resource scarcity. Otherwise, its the DM Cockatrice-blocking you. </p><p></p><p></p><p></p><p>Again, the GAME ITSELF doesn't take these things into account. The game doesn't have a % chance that the weather will affect steel production, or that all coal miners went on strike, or that anything (gold, steel, adamantine, or diamonds) is a finite resource. It cares about draining your coin to produce item. </p><p></p><p>Adding these elements is tantamount to demanding PCs track every last spell component. Yes, its realistic, but you aren't fixing any inherent problems with the game balance by doing so. All your doing by saying "Jeez, the smith is tired and he's low on steel" is "I don't want you to do it, and therefore I'm finding excuses to stop it."</p><p></p><p>Which routes me back to "If the DM needs to keep finding excuses to stop the PCs from crafting Christmas trees, why allow crafting in the first place?" And we're back to 5e. </p><p></p><p>And bear in mind, there are two issues at work: PCs making whatever they want for themselves and NPCs crafting magical junk as a day job to sell. You've really solved neither. If the PC wants something and met the requirements in the rules, all your doing is yanking him around until he jumps through those hoops. If its an NPC, what does he care? His JOB is to make +1 swords! He is under no time constraints unless he's dead broke and starving. Either way, you've not fixed the "insert GP, get +1 sword" problem, you've at best delayed it, and at worst created a logistical nightmare of tracking steel, diamonds, mithral, and other crafting amounts, while attempting replicate a market economy which will ripple down the pipe. (Hey, Kendall Keep's smith said they were low on steel! Where are all these guards getting chain mail from? And why did Bluto buy his battle axe at normal PHB price?)</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6547307, member: 7635"] Well now, we're getting into the micromanaging element. Yes, as a DM I can rule yes or no on any given item, but realistically, how often does a DM claim you (assuming you have coin and are some area with reasonable trade*) you can't buy plate armor? Heavy Crossbows? A boat (near a body of water)? 200 feet of rope? All of these things are just as susceptible to market flux, but few DMs I've ever seen care about supply and demand of goods. Speaking of which, we're diving back into houserules, unless you want to show me the part in the DMG where it talks about resource scarcity. Otherwise, its the DM Cockatrice-blocking you. Again, the GAME ITSELF doesn't take these things into account. The game doesn't have a % chance that the weather will affect steel production, or that all coal miners went on strike, or that anything (gold, steel, adamantine, or diamonds) is a finite resource. It cares about draining your coin to produce item. Adding these elements is tantamount to demanding PCs track every last spell component. Yes, its realistic, but you aren't fixing any inherent problems with the game balance by doing so. All your doing by saying "Jeez, the smith is tired and he's low on steel" is "I don't want you to do it, and therefore I'm finding excuses to stop it." Which routes me back to "If the DM needs to keep finding excuses to stop the PCs from crafting Christmas trees, why allow crafting in the first place?" And we're back to 5e. And bear in mind, there are two issues at work: PCs making whatever they want for themselves and NPCs crafting magical junk as a day job to sell. You've really solved neither. If the PC wants something and met the requirements in the rules, all your doing is yanking him around until he jumps through those hoops. If its an NPC, what does he care? His JOB is to make +1 swords! He is under no time constraints unless he's dead broke and starving. Either way, you've not fixed the "insert GP, get +1 sword" problem, you've at best delayed it, and at worst created a logistical nightmare of tracking steel, diamonds, mithral, and other crafting amounts, while attempting replicate a market economy which will ripple down the pipe. (Hey, Kendall Keep's smith said they were low on steel! Where are all these guards getting chain mail from? And why did Bluto buy his battle axe at normal PHB price?) [/QUOTE]
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