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What's the point of gold?
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<blockquote data-quote="Charlaquin" data-source="post: 7518611" data-attributes="member: 6779196"><p>But the DM doesn’t have to do any work to make Initiative matter. They can do work to change how it functions, but they can also just use the function already provided in the book.</p><p></p><p></p><p>Not so. I prefer that there be codified rules and subsystems only where the depth added by the rule or system is significant compared to the complexity of the rule or system. That’s why I say, if the route one wants to go down is for there to be no codified economic subsystem, that’s fine, but then why track individual coins? That’s unneeded complexity at that point.</p><p></p><p></p><p>Because the latter involves so many variables that it would require an absurd amount of complex rules to even begin to attempt to codify it, and the result would not be a system with any more depth than simply letting the DM use their best judgment. As compared to an economy subsystem, where the depth added by giving mechanical consequence to the things one can purchase with gold adds a great deal of depth for minimal added complexity.</p><p></p><p>And to cut off any potential quibbling about what the words “depth” and “complexity” mean, then here. Watch this:</p><p></p><p><a href="https://youtu.be/jVL4st0blGU" target="_blank">https://youtu.be/jVL4st0blGU</a></p><p></p><p>That’s what I’m using those words to mean.</p><p></p><p>EDIT: Oh, hey, the video even uses the term “meaningful choices” and gets into what makes a choice meaningful or not in a game design sense! Awesome, two birds, one stone. Damn, I love Extra Credits!</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7518611, member: 6779196"] But the DM doesn’t have to do any work to make Initiative matter. They can do work to change how it functions, but they can also just use the function already provided in the book. Not so. I prefer that there be codified rules and subsystems only where the depth added by the rule or system is significant compared to the complexity of the rule or system. That’s why I say, if the route one wants to go down is for there to be no codified economic subsystem, that’s fine, but then why track individual coins? That’s unneeded complexity at that point. Because the latter involves so many variables that it would require an absurd amount of complex rules to even begin to attempt to codify it, and the result would not be a system with any more depth than simply letting the DM use their best judgment. As compared to an economy subsystem, where the depth added by giving mechanical consequence to the things one can purchase with gold adds a great deal of depth for minimal added complexity. And to cut off any potential quibbling about what the words “depth” and “complexity” mean, then here. Watch this: [URL]https://youtu.be/jVL4st0blGU[/URL] That’s what I’m using those words to mean. EDIT: Oh, hey, the video even uses the term “meaningful choices” and gets into what makes a choice meaningful or not in a game design sense! Awesome, two birds, one stone. Damn, I love Extra Credits! [/QUOTE]
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What's the point of gold?
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