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WotC sayz "People don't use rituals much" - O RLY?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5661420" data-attributes="member: 82106"><p>You mean like the rarity system? You understand that is EXACTLY what it does. By removing practically all items from the realm of purchase and into a strictly DM controlled category it effectively decouples gold from permanent character power. Now, the DM may, and often will, allow some degree of equivalence, but this is not something that is established in the rules framework. Admittedly there is still an item sale price and the NOTION that items have a GP value hasn't really been dispelled. Still, the actuality of it has to a large degree.</p><p></p><p>Suffice it to say I find rarity FAR superior to some ham-fisted process of inventing more and more fanciful and artificial types of 'resources' for the solution of every issue in the game. Resources are a fine concept, but when you start growing them like weeds that's a sign that there needs to be a deeper look at what is what. </p><p></p><p>IMHO gold is a perfectly good resource to use to control consumable game element access. That is now accomplished, if not actually explained. The one remaining issue then is between consumables (and I use this word broadly, rituals are fundamentally consumables) and 'plot money'. I think this isn't an issue for consumables that are themselves plot devices. The ritual that you need to cast in order to teleport to the adventure location is a plot device. Additionally the trade-off in the player's minds between "I can build a castle or cast this ritual" isn't so much of a problem when you need to cast the ritual to survive or progress and there is going to be a sufficiently larger reward from doing so than taking some other option.</p><p></p><p>Ultimately the real issue is playability. Consumables could best be regulated perhaps by 'character influence' in an RP sense, such that having the ally who's an alchemist gives you access to what you need, etc. The problem here is simply that most play is at a more casual and less highly developed story/plot level. It leaves the casual gamer and DM out in the cold. </p><p></p><p>I'd almost suggest that XP is the currency to use for consumables. This would work if the cost was distributed equally among PCs. That seems either unlikely to happen or it will seem rather artificial.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5661420, member: 82106"] You mean like the rarity system? You understand that is EXACTLY what it does. By removing practically all items from the realm of purchase and into a strictly DM controlled category it effectively decouples gold from permanent character power. Now, the DM may, and often will, allow some degree of equivalence, but this is not something that is established in the rules framework. Admittedly there is still an item sale price and the NOTION that items have a GP value hasn't really been dispelled. Still, the actuality of it has to a large degree. Suffice it to say I find rarity FAR superior to some ham-fisted process of inventing more and more fanciful and artificial types of 'resources' for the solution of every issue in the game. Resources are a fine concept, but when you start growing them like weeds that's a sign that there needs to be a deeper look at what is what. IMHO gold is a perfectly good resource to use to control consumable game element access. That is now accomplished, if not actually explained. The one remaining issue then is between consumables (and I use this word broadly, rituals are fundamentally consumables) and 'plot money'. I think this isn't an issue for consumables that are themselves plot devices. The ritual that you need to cast in order to teleport to the adventure location is a plot device. Additionally the trade-off in the player's minds between "I can build a castle or cast this ritual" isn't so much of a problem when you need to cast the ritual to survive or progress and there is going to be a sufficiently larger reward from doing so than taking some other option. Ultimately the real issue is playability. Consumables could best be regulated perhaps by 'character influence' in an RP sense, such that having the ally who's an alchemist gives you access to what you need, etc. The problem here is simply that most play is at a more casual and less highly developed story/plot level. It leaves the casual gamer and DM out in the cold. I'd almost suggest that XP is the currency to use for consumables. This would work if the cost was distributed equally among PCs. That seems either unlikely to happen or it will seem rather artificial. [/QUOTE]
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WotC sayz "People don't use rituals much" - O RLY?
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