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Switch to Forum Live View So, what is the new money sink?
6 months ago  ::  Dec 05, 2012 - 1:34PM #61
nukunuku
Date Joined: Dec 21, 2007
Posts: 349

And when 125 gold is like giving out 12,500 dollars, it makes sense that you'd inflate the economy quickly!  


Not to say that giving treasure rewards isn't acceptable or even story-positive sometimes.  I mean, think of the scene in Conan with the old king talking about how gems lose their luster...


But when 125 gold is something you get and you're like, "eh, that's another six thousand hammers but not much else," something is messed up.

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6 months ago  ::  Dec 05, 2012 - 1:37PM #62
Ramzour
Date Joined: Jun 25, 2011
Posts: 193

Dec 5, 2012 -- 1:34PM, nukunuku wrote:

And when 125 gold is like giving out 12,500 dollars, it makes sense that you'd inflate the economy quickly!  


Not to say that giving treasure rewards isn't acceptable or even story-positive sometimes.  I mean, think of the scene in Conan with the old king talking about how gems lose their luster...


But when 125 gold is something you get and you're like, "eh, that's another six thousand hammers but not much else," something is messed up.


exactly!

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6 months ago  ::  Dec 05, 2012 - 1:40PM #63
Dwarfslayer
Date Joined: Oct 25, 2010
Posts: 2,096
I like the idea that gold doesn't buy anything "worthwhile."

You spend gold on flavor stuff like castles and arcane laboratories, but it doesn't make your character more powerful. The thing I always hated about 3E/4E is that characters became effectively heavily armed paupers, because every single coin they made went to buying better stuff. Every coin that you spent on not-gear was making you weaker and was just a flat out waste of money. So forget about your cleric donating to his church or your fighter ever owning a stronghold, you need to save up for that +4 cloak!



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6 months ago  ::  Dec 05, 2012 - 1:52PM #64
Jenks
Date Joined: Apr 4, 2008
Posts: 2,497

Dec 5, 2012 -- 1:40PM, Dwarfslayer wrote:

I like the idea that gold doesn't buy anything "worthwhile."

You spend gold on flavor stuff like castles and arcane laboratories, but it doesn't make your character more powerful. The thing I always hated about 3E/4E is that characters became effectively heavily armed paupers, because every single coin they made went to buying better stuff. Every coin that you spent on not-gear was making you weaker and was just a flat out waste of money. So forget about your cleric donating to his church or your fighter ever owning a stronghold, you need to save up for that +4 cloak!






+1

My two copper.



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6 months ago  ::  Dec 05, 2012 - 5:25PM #65
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,395

Dec 5, 2012 -- 1:40PM, Dwarfslayer wrote:

I like the idea that gold doesn't buy anything "worthwhile."

You spend gold on flavor stuff like castles and arcane laboratories, but it doesn't make your character more powerful. The thing I always hated about 3E/4E is that characters became effectively heavily armed paupers, because every single coin they made went to buying better stuff. Every coin that you spent on not-gear was making you weaker and was just a flat out waste of money. So forget about your cleric donating to his church or your fighter ever owning a stronghold, you need to save up for that +4 cloak!






this +1.

Reducing a character to a list of dice rolls and modifiers is not role playing*

*pg 30, AD&D 2nd Ed DMG, 1989.
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6 months ago  ::  Dec 05, 2012 - 5:48PM #66
MeCorva
Date Joined: Jun 6, 2008
Posts: 770
It saddens me when people say that in 4e you needed to spend all your money on gear or you'd fall behind, because it meant that the designers failed.    They were obviously trying to make sure that only 3 items had strong relevance to combat, and make the economy exponential to encourage "wasting money".   I mean, my bard spent money on rituals, potions, a castle, restoring a temple of bahamut and a variety of other things that the forums would tell me are a waste and causing me to fall behind.   But, 4e was originally designed to have reduced payoff for spending money, so that even though you'd fall behind in theory, you wouldn't be noticeably punished for spending some money on pointless trivialities. 

It saddens me they couldn't make this more clear.  Perhaps by enforcing level limits and by enforcing a strict limit of magic items per person, they can make sure that people have money they can't use for war.    That'll avoid people feeling that they're falling behind without removing item shops and without arguing why 30% of your gold must be spent on story.
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6 months ago  ::  Dec 05, 2012 - 6:06PM #67
warrl
Date Joined: Apr 16, 2009
Posts: 5,267

Dec 5, 2012 -- 5:48PM, MeCorva wrote:

It saddens me when people say that in 4e you needed to spend all your money on gear or you'd fall behind, because it meant that the designers failed.


They did, because of the enhancement-bonus treadmill.

They were obviously trying to make sure that only 3 items had strong relevance to combat,


They succeeded at that... for standard builds. Of course, that left the average PC with the gold equivalent of one magic item every five levels for other things, including living expenses.

Non-standard builds, without inherent bonuses, could have problems. My dancer, mechanically, needs armor, neck item, weapon (main-hand short sword), weapon (off-hand short sword), weapon (bow), and possibly a weapon (dagger) or two, because he can't necessarily carry his swords in all social situations. For RP (backstory) reasons he tithes. And for RP reasons he desires a certain magic item (moderately low level) that is of almost no mechanical value to him, possibly in multiple instances, if that item happens to exist in that world. That's kind of hard on a 4-magic-items-minus-expenses-in-5-levels budget.


"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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6 months ago  ::  Dec 05, 2012 - 6:22PM #68
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,395

Dec 5, 2012 -- 5:48PM, MeCorva wrote:

It saddens me when people say that in 4e you needed to spend all your money on gear or you'd fall behind, because it meant that the designers failed. They were obviously trying to make sure that only 3 items had strong relevance to combat, and make the economy exponential to encourage "wasting money". I mean, my bard spent money on rituals, potions, a castle, restoring a temple of bahamut and a variety of other things that the forums would tell me are a waste and causing me to fall behind. But, 4e was originally designed to have reduced payoff for spending money, so that even though you'd fall behind in theory, you wouldn't be noticeably punished for spending some money on pointless trivialities. It saddens me they couldn't make this more clear. Perhaps by enforcing level limits and by enforcing a strict limit of magic items per person, they can make sure that people have money they can't use for war. That'll avoid people feeling that they're falling behind without removing item shops and without arguing why 30% of your gold must be spent on story.





 It wasn't a 4th ed problem although it just made it a bit more apparent as it assumed you would have a +XYZ item by a certain level. 3.5 had the same incentive to spend money on magic items as well. If you can buy and sell magic items as default rules there will be a strong inventive to buy combat gear over everything else.

 Pre 3rd ed characters tened to have more nagical items than 3.5 and 4th ed characters. Some of them would be pointless from a min/max point of view or hardly used (6 +1 spears carries as thrown weapons)

 The lony real way to have interesting mgical items is to divource them from an assumed or implied WBL guideline otherwise the incentive to buy magical items (combat ones) is a large one.

Reducing a character to a list of dice rolls and modifiers is not role playing*

*pg 30, AD&D 2nd Ed DMG, 1989.
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6 months ago  ::  Dec 05, 2012 - 6:44PM #69
Dwarfslayer
Date Joined: Oct 25, 2010
Posts: 2,096

Dec 5, 2012 -- 5:48PM, MeCorva wrote:

It saddens me when people say that in 4e you needed to spend all your money on gear or you'd fall behind, because it meant that the designers failed. They were obviously trying to make sure that only 3 items had strong relevance to combat, and make the economy exponential to encourage "wasting money".




Yeah it did fail. The thing is that your supplement items like iron armbands of power were still huge, and you needed them, not to mention, every coin you wasted was less progress towards getting better items.

So long as you can buy relevant items at all, then you always run into the "wasting money" problem. 

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6 months ago  ::  Dec 05, 2012 - 9:04PM #70
Diffan
Date Joined: Sep 19, 2006
Posts: 3,370

Dec 5, 2012 -- 1:40PM, Dwarfslayer wrote:

I like the idea that gold doesn't buy anything "worthwhile."

You spend gold on flavor stuff like castles and arcane laboratories, but it doesn't make your character more powerful. The thing I always hated about 3E/4E is that characters became effectively heavily armed paupers, because every single coin they made went to buying better stuff. Every coin that you spent on not-gear was making you weaker and was just a flat out waste of money. So forget about your cleric donating to his church or your fighter ever owning a stronghold, you need to save up for that +4 cloak!






No thanks. I don't want a Castle. I don't want an Arcane Laboratory. I don't want to play D&D:SIMS. Not saying it shouldn't exist but there should be alternative ways of spending money besides arbitrary things that have little to no intrinsic value. I don't want to be forced into tithing or having to find a "court" and servants for my stronghold.

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