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What's the point of gold?
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<blockquote data-quote="Charlaquin" data-source="post: 7521406" data-attributes="member: 6779196"><p>Then we have a distinction without difference here. The situations you would describe as a railroad are the ones where I would say a railroad becomes a problem.</p><p></p><p></p><p>I’d still call combat “the minimum number of rolls necessary to resolve uncertainty,” it’s just that the mechanics surround combat necessitates more rolls to resolve uncertainty.</p><p></p><p></p><p>You can’t stop players from making decisions based on the mechanical benefits they’ll get for them. You can shame them for it, you can kick them out of your game for it, but you can’t stop them from doing it. This is why I prefer that the mechanics be set up in such a way as to reduce dissonance between what the character wants and what the player wants.</p><p></p><p></p><p>Eh, I disagree, but we’ve drifted so far from the topic here, I don’t see it really mattering. Suffice it to say, if a significant number of people now desire more hard coded mechanical options, I think that is a valid desire, whether or not 3e and 4e were the reason they realized they wanted such options.</p><p></p><p></p><p>The phenomenon that most things you can spend gold on have no mechanical benefits occurs to all players, whether they consider it to be a problem or not.</p><p></p><p></p><p>That’s reasonable. I feel differently, but I have no fundamental objection to this argument.</p><p></p><p></p><p>What? When have I said that?</p><p></p><p></p><p>The solutions offered have consisted of “talk to your DM” and “DM’s guild has some stuff you could use.” Which doesn’t really engage with the issue, but rather attempts to shut down the conversation by sidestepping the issue or shunting it off to someone else to discuss. I would prefer an actual discussion of ways to mechanically incentivize gold spending, not a token “figure it out with your group” or “use third party.”</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7521406, member: 6779196"] Then we have a distinction without difference here. The situations you would describe as a railroad are the ones where I would say a railroad becomes a problem. I’d still call combat “the minimum number of rolls necessary to resolve uncertainty,” it’s just that the mechanics surround combat necessitates more rolls to resolve uncertainty. You can’t stop players from making decisions based on the mechanical benefits they’ll get for them. You can shame them for it, you can kick them out of your game for it, but you can’t stop them from doing it. This is why I prefer that the mechanics be set up in such a way as to reduce dissonance between what the character wants and what the player wants. Eh, I disagree, but we’ve drifted so far from the topic here, I don’t see it really mattering. Suffice it to say, if a significant number of people now desire more hard coded mechanical options, I think that is a valid desire, whether or not 3e and 4e were the reason they realized they wanted such options. The phenomenon that most things you can spend gold on have no mechanical benefits occurs to all players, whether they consider it to be a problem or not. That’s reasonable. I feel differently, but I have no fundamental objection to this argument. What? When have I said that? The solutions offered have consisted of “talk to your DM” and “DM’s guild has some stuff you could use.” Which doesn’t really engage with the issue, but rather attempts to shut down the conversation by sidestepping the issue or shunting it off to someone else to discuss. I would prefer an actual discussion of ways to mechanically incentivize gold spending, not a token “figure it out with your group” or “use third party.” [/QUOTE]
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