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Story Hour
Zad/Wizardru's Story Hour (*final update 11/12*)
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<blockquote data-quote="Zad" data-source="post: 3227410" data-attributes="member: 90"><p><strong>Economics</strong></p><p></p><p>I like this game. I like games in general. But part of liking games is liking various aspects of the game and D&D has a lot of aspects. This last session made me think about economics.</p><p></p><p>Availability of gear is a major balancing factor in this game (and many others). Controlling the flow of loot is the biggest way of keeping the players in the right general area - of forcing to them to make choices on the use of limited resources.</p><p></p><p>I spend some time thinking about how to best use my limited resources. And what I found interesting is that the artificer brings a very interesting change to the dynamics of this. </p><p></p><p>Now the class has abilities in its own right - I'm not suggesting it doesn't. But I think perhaps the biggest ability of the class is not the most obvious - by making stuff, he makes the rest of the party better. (Call him BASF.) </p><p></p><p>By economically making magic items, he makes limited resources go farther. Even if he just stands there in a dungeon, he still did something, because the fighter is wearing +2 armor that he couldn't have afforded otherwise. </p><p></p><p>Generally classes have short term abilities and long term abilities, but the Artificer is interesting because his big long term ability increases the short term abilities of all the gear-driven classes. I find it an interesting case study and it'll be interesting to see how it plays out over time. Issues about item availability, both in terms of cost and in terms of finding it, change with him in the picture. Should be interesting to see.</p></blockquote><p></p>
[QUOTE="Zad, post: 3227410, member: 90"] [b]Economics[/b] I like this game. I like games in general. But part of liking games is liking various aspects of the game and D&D has a lot of aspects. This last session made me think about economics. Availability of gear is a major balancing factor in this game (and many others). Controlling the flow of loot is the biggest way of keeping the players in the right general area - of forcing to them to make choices on the use of limited resources. I spend some time thinking about how to best use my limited resources. And what I found interesting is that the artificer brings a very interesting change to the dynamics of this. Now the class has abilities in its own right - I'm not suggesting it doesn't. But I think perhaps the biggest ability of the class is not the most obvious - by making stuff, he makes the rest of the party better. (Call him BASF.) By economically making magic items, he makes limited resources go farther. Even if he just stands there in a dungeon, he still did something, because the fighter is wearing +2 armor that he couldn't have afforded otherwise. Generally classes have short term abilities and long term abilities, but the Artificer is interesting because his big long term ability increases the short term abilities of all the gear-driven classes. I find it an interesting case study and it'll be interesting to see how it plays out over time. Issues about item availability, both in terms of cost and in terms of finding it, change with him in the picture. Should be interesting to see. [/QUOTE]
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Zad/Wizardru's Story Hour (*final update 11/12*)
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