DSMatticus wrote:
Yeah, timeskips are not MTP. Do you make characters declare the bathroom breaks their characters take? No. Are you playing MTP? No.
If you want to split hairs on definitions, fine, I won't use MTP. But I'm not just talking about time skipping. Finding people interested in buying your used bricks or stolen turnips, at any given value, is a process that is quickly handwaved, or if I (or any GM) actually makes you go through the process is viewed as cruelly Gygaxian... and yet, everyone seems to agree that stealing every turnip in Turnipistan, or completely dismantling the badguy's lair for bricks is wrong, ergo we have to make a new, higher level, economy.
Greyhawking is iffy, because trying to sell a palace made out of obsidian might be difficult. Might.
Dismantling the palace of obsidian to sell the obsidian is possible, but it should be as stupid a means of making money as it would be in real life. The bulk value of the obsidian is presumably less than the value of the obsidian in the form of a castle... and that's just on the spot. Then there is transporting the obsidian, finding buyers and so forth. The last time I argued this it was a trap with 1 million gp in iron balls. If you are willing to hire every peasant in the kingdom to transport, netted you something like 65-70% of the value of the iron (1 million GP) over ten fucking years. Hand wave away the ten years and you give players every reason in the world to take ten years... when in a proper game they SHOULD reasonably expect to make as much gold far faster and easier than keeping local wars and market deflation...etc... from further cutting into their slim profit margin.
The solution offered was magic, of course, and again with hand waving problems. Dumping ten million pounds of iron (if I recall its value correctly) into a warhouse by use of a few well prepared gate scrolls, or hand waving 'chain bound demons' to haul it to market by means of 150,000 teleports a day over three months (or however it worked out...) are all processes using time and resources, and still don't solve every problem.
Again, it not FUN to play that out. So? Everyone agrees that the iron ball trap (or the Obsidian Castle) isn't there so that players can get another +10 Sword a peice), and that trying to spend a arbitrary amount of handwaved time and effort (magical or otherwise) is actually the problem, not that castles can totally be ripped apart for wealth.
I mean, hell, I can swing by any office building in the city and steal miles of copper wires and optic fiber lines, and totally sell that shit for enough money to make my own gaming company. In the real world, however, I can't just hand wave away the difficulties. So, yeah, handwaving away difficulties is, to my mind, Magic Tea Party gaming. Doing that (regardless of the label) and then complaining about the results to the point of creating new rulesets and economies to make it pointless, is compounding stupidities.
Infinite gold wishing just plain works, and is completely riskless, and there's no reason to do anything but timeskip it.
Depending on the method, but even here we have some room to talk turkey. If its Efreets (greater only), then you have a limited number of wishes a day, and what is to stop the Efreet in question, after any arbitrarily large number of days to say 'you know what, mr. Wizard, its been real, but I am out of shit I could conceivably wish for and frankly I'm getting tired of reporting to work every day so you can get a few more piles of gold. Summon an earth elemental or something to mine that shit for you from the Elemental Plane of Earth, I'm outta here!"
So you summon another Efreeti, whatever, you only need twenty of the fuckers a day to get your 1 million GP a day income (offered earlier in the thread). Of course, after a couple of days the GM is fully within his bounds to have the King of the Efreeti (or whatever epically bad-ass NPC you want to make up) take offense to this use of his most powerful servants and suddenly cut off the supply.
No, that's not being particularly Gygaxian either, that's making character actions actually matter in the world around them, and potentially adventure fodder as they marshal their own bad-assness to go whup his ass until they can start up their wish factories once more.
Rather long for your one line so I might have drifted a bit.
This is cheap, easy, and every brick is actually sold for 50% profit. You can even haggle me down to 25%, because castles are huge and that is a lot to sell and make money on. The costs of labor are fairly cheap, on the other hand, especially if you have magic at hand. Or a bag of holding.
Actually, I ran the numbers for... K I think it was... whomever it was that ignored me... and they aren't really that spectacular (and here we are talking about actual Iron Balls, a 'real' commodity in D&D, not 'bricks'.
They really aren't that good. Bricks are worse. At the sheer scale we are talking about, bags of holding aren't cost efficient enough to actually matter (peasants carrying iron balls needed somewhere around three years of hauling to pay off just the bags they used!).
Without trying to look it up, because, seriously! I'd rate a brick at somewhere around 1 CP, and give it a ballpark weight of 1 lb. A peasant laborer carrying bricks to market can move, say, 50 lbs a trip (and unless your castle is IN TOWN, you are going to take more than one day of traveling, not several trips a day). Without any mark-down at all for used bricks if the trip takes more than a few days then no amount of labor will actually make you any money selling that castle. (The numbers for carts and horses is a bit sketchier to work out, but at least for iron balls it didn't work out for any real increase in profit, just time spent...handwaved, so who cares?)
This does nothing to address the problem. We don't give a fuck about WBL, it's an arbitrary set of numbers. What we care about is that gold -> character power, and as long as gold -> character power, people are going to have a really hard time spending gold on anything but character power. It doesn't matter how much gold they have, until you give them every magic item they're ever dreamed of and they have no magic items left to but.
I don't know about YOU, but WBL is referenced all the time... in this thread even, as a proximate cause of greyhawking. If players know there is only X amount of loot available in a dungeon, then they will squeeze every fucking copper piece out of that dungeon before moving to the next one, playing against WBL. Hell, I've played with a WBL GM, and you can damn betcha I looked for ways to make extra gold on the side... including abusing crafting rules and downtime, etc.
If the GM was more lenient about loot, I'd have been less obnoxious about trying to sqeeze a few more GP out of whatever it was I was doing to fund my Cool Shit.
So yes: As far as I can read 'We' DO give a fuck about WBL as something other than an 'arbitrary number'.
So yes, this is a solution if you break WBL by handing out full magical equipment at level 1. Players will stop trying to greyhawk everything if you do that. You're totally right. Yet somehow, I think this is a bad idea...
Of course, I also advocate removing magic item marts. To an extent wealth can translate into power, certainly, but there should be limits. If a +10 magic sword is the bad ass weapon it should be (and every swinging dick wants one... yeah, yeah, I know, fighters don't get nice things, and +10 swords therefore objectively suck...), I don't see why anyone just casually churns them out for sale on the marketplace in return for Gold (or, for that matter, Souls, Raw Chaos or whatever other arbitrary method of 'higher level economy) you want to have.
Thus, no amount of Wealth, regardless of the form or even 'tier' it takes will get you one.
No, you either do some 'research' and find one of a tiny handful of known weapons of that power (or whatever) then go kill whatever fucker has it and take it from them (ADVENTURE!) or you find the only legendary smith in the world who can make them and convince him to make one for you... and it happens that he's got something you can do for him (ADVENTURE!)...
And, to be honest, my experiences with my players is that they actually would rather keep a slightly inferior widget taken as 'party treasure' from some NPC than a custom made widget they bought with their gold anyway.
But the Den isn't really the place to point that out.
Call me crazy if you like, but I just feel that there is a sweet spot between allowing players to be creative and clever with the game and allowing to run roughshod over everything by stealing the doors out of a castle pro forma. I do logistics for a living, so maybe I'm too sensitive to the problems involved with moving massive quantities of shit around. Of course, I also think its the GM's JOB to provide obstacles and difficulties for the players, not to hand them everything they want just because they 'have a plan'... and handwaving often becomes just that.
This being the Internet it follows that Everything I say must be the Complete Truth or Utter Falsehood. I prefer both at the same time.