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Leress
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Post by Leress »

Okay here is where I am coming from when I said that.
Unsorted Material wrote: Why a Revision to the Crafting Rules?

An overhaul to the Craft rules may sound fairly unbalancing, as the current Craft rules were created to prevent characters from making a lot of money and potentially destabilizing their games with an influx of magic items. Unfortunately, like Level Allowance, the heavy nerfing to Crafting resulted in a lot of characters simply becoming unviable, a lot of very dumb things happening all around, and it still doesn't actually stop characters from breaking the game if they really want to. If the party is made out of Elves, they can simply set a single skill rank on fire and announce that they're going to spend 100 years farming, making trained Profession (Farmer) checks every week. That'll get them about 6 gp a week for the next 5,200 weeks – for a total of 31,200 gp at first level before they even start adventuring. And as elves, they can honestly just spend 200 years farming or spend some real skill ranks on that to get even more money.

If the DM is willing to simply let players roll dice, have downtime, and purchase magic items of unlimited power, the game is already broken on first principles at first level using the PHB alone. If the DM wants to keep sanity going at all, then something in that equation is going to have to go. Probably everything in that equation should go. As discussed in the Dungeonomicon, there is an inherent limit to what players could reasonably be expected to be able to purchase with pieces of gold, so to a very real extent crafting for money is simply multiplying the amount of low-level equipment you have – it doesn't particularly get you more powerful equipment. And of course there's no reason for players to be able to do all of this 9 to 5 working without having on-camera adventures. An adventure where you are running a silk factory and will make a bunch of money as soon as you can stop the goblin syndicate from extorting all your profits is pretty much the same as the adventure where you run off into a dungeon, fight the goblins, and take the money they stole from the silk merchants home in a sack.

So the nerfs on Crafting just aren't necessary. But what actually needs to change?

* Valuable Raw Materials Aren't Valuable: This is a part of the rules that makes me cry. Since the amount of value you make each day is based on the difficulty of working the material and not on the value of said material, there is no way for a goldsmith to stay in business. Gold is very easy to work and therefore the DC to work it is very low, and therefore a goldsmith makes very little in the way of finished product each week. A five pound gold candle holder is roughly four ounces and fits into the palm of your hand, but it'll take a master goldsmith (+10 Craft Bonus) almost a year to finish one (500 gp value, at DC 5 = 50 weeks).
* The Costs of Materials are WHAT? Remember that five pound gold candle holder? It's worth 500 gp and therefore requires 167 gp worth of materials to make it. But it's worth 250 gp just as a lump of gold. So you can buy things as raw materials and sell them as trade goods and make lots of money. The reverse happens when you make complex or finely worked items. A masterwork sword is made out of pretty much the same materials as a normal sword and is much more expensive because it's better made. But because the higher quality crafting will make it sell for more down the line, the cost of the materials goes up by a 100 gp. Where does that money go? What are you getting for 2 pounds of gold? Sure, maybe you get some better coal or something, but really, that doesn't even begin to cover it.
* Field Fortifications Cannot Happen: Even the simplest of traps (such as a bucket with some acid in it balanced on a partially open door) has a cost that is very high – in the hundreds of gp. That means even the most gifted craftsman is going to take weeks to boobytrap a room or lay down some field fortifications. When longbowmen want to hammer some stakes into the ground to protect themselves from the knight stampede that's going to come when the battle starts, the Craft rules essentially tell them that they can't do it. Which for those of us who have seen Henry V, seems unlikely.
* Risky and Illegal Trades are Pointless: Some products are expensive because producing them is risky (poison, flower arrangements from the Bane Mires). Some products are expensive because their production and sale is in some manner restricted by the authorities (shrunken dwarf heads, disrespectful puppets of the king). In the real world, people produce these things because they can charge inflated prices because of the risk. It's a gamble, where sometimes you make big money and sometimes you get killed by hydras or agents of King Ronard. But with craft times directly dependent upon resale value, these crafts are gambles where sometimes you make the same amount of money you would have making night stands, and sometimes you get killed by your own poison or Clerics of Torm.
Dungeonomicon wrote:Magical Currency

Souls: The souls of powerful creatures are trapped in gems and the trade in them is brisk on the outer planes, especially in the planar metropolis of Finality on Acheron. Once a soul is in a gem, the gem itself is of little or no value, but the soul goes for 100 gp times the square of the CR of the creature whose soul is trapped (see Tome of Fiends for more information on the use of souls).

Concentration: Ideas take form on the outer planes, and really pernicious or stellar ideas can be so powerful that they take a while to form. In the before-time, they can be found as an amber-like substance that is extremely valued on Mechanus, and by extension every single other outer plane as well. Concentration is actually made out of ideas, and while it looks like a solid object it is actually a liquid that flows so slowly that you could watch it for a year and only a Modron could tell you have far the flow had taken it. A pound of concentration goes for 50,000 gp to an interested party, and can be used in magical crafting by those with the patience to learn its secrets (see Book of Gears for more information on the use of Concentration).

Hope: Hope is funny stuff, it has lots of inertia, but those who carry it are not weighed down in the least. It has mass, but not weight. Even the smallest piece of Hope sheds light like a daylight spell (the effective spell level for this effect is 7, and Hope can overcome almost any darkness). Hope is measured in kilograms rather than pounds, and a kilo of Hope goes for 100,000 gp to those who want it, and it can be used in magical crafting (see Tome of Virtue for more information on the use of Hope).

Raw Chaos: The plane of Limbo is filled with possibility and change. Usually this manifests as a continuous creation and destruction that is awe inspiring and terrifying at the same time. Sometimes, for whatever reason this possibility doesn't become anything, and just stays as Raw Chaos. Raw Chaos can have any dimensions and any amount of mass, but from a practical standpoint you either have it or you don't. If you have Raw Chaos and someone else doesn't you can give it to them, and it is generally considered good form for them to give you magical items or planar currency worth 200,000 gp in exchange. Raw Chaos can be transformed into magical items by those with the correct skills (See Tome of Tiamat for more information on the use of Raw Chaos).
Dungeonomicon wrote: The Maginomicon:

"With great powers come laser eyebeams."

Easter Egg Class Features: Artifact Swords and Powergloves:

Here's a secret: some characters really can't even play the game at high level. But they do anyway, all the time. Sometimes the players never even realize that their character has no intrinsic capability to play the game at the level he's competing at. And that's because of two things: DMs control the Monsters, and DMs control the Treasure. It is our hope that the Monks and Assassins in this document will be able to hold their own without needing to get Power Gloves that act as magic weapons for their natural weapons or anything else really cheesy like that. That being said, we still haven't covered everything:

* Rogues still need a magical object that allows them to use the Hide skill by about level 9.
* Fighters still need their artifact swords at level 10.
* Bards still need some completely arbitrary magic item that summons a monster or something so that they can contribute at all past level 12.
* Mounted characters need a magical beast or dragon to ride around on by level 7.


And so on. As this series continues, we will attempt to solve some of these outstanding issues.

Your Money is No Good Here.

As described in the Economicon, you can't just throw a walrus' weight in gold on the table and get powerful artifacts in return. You can get powerful magical items in exchange for rare planar currency, but you can only do that in a few planar locations. From the standpoint of the DM this is very convenient, because it means that you can hand out all the opal statues you want without worrying that the players are going to pool it all and get some totally hardcore magic items that will undermine everything. At the same time, it means that you can hand out planar currency and know for a fact that it's going to be used for powerful magical items.

It's not Stupid, it's Advanced!

The 15,000 gp limit for purchasing equipment can be pretty limiting, but the game works much better once you realize that it's there. Still, while characters can't go out and buy a +4 sword with pieces of gold (all 647 pounds of it), they can purchase a +1 flaming or ghost touch sword with chunks of non-magic metal. You can also pump those up with greater magic weapon to be something level appropriate. This offends some people, but it really is part of the way the D&D magic item economy is supposed to work. People are supposed to be fighting with weapons that are level appropriate, and people are supposed to be purchasing new weapons for different occasions, and there are not supposed to be stores with racks of powerful swords that would be level appropriate for 12th level characters stacked up in various setups on shelves.

* Bonus Rule: The game actually works better if every character of 6th level or higher simply has greater magic weapon 1/day as a spell-like ability. Caster level is equal to character level. Try it, it's amazing how many problems are solved by this relatively simple change.
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Post by Zinegata »

FrankTrollman wrote:The gp expenditures (if any) to purchase ritual goods for producing high end magic items are meaningless.
Again. That's not the point.

You're looking at this from the perspective of the high-level creatures who have Wish. Yes, gold is not the limiting factor. It's time and XP. Good for them.

The question is: Does the "infinite" gold of the high-level peeps actually flow downward towards the low level guys and mucks-up the economy. Because so far the answer seems to be "Who cares about them?"

Crissa->

There are a lot of stupid spells in D&D. A spell that gives you a pile of magic items you don't really need any more might just be another one of them.

Also, I'm asking if any magic items can be used to make a bigger magic item. Not if wished magic items can be used to make a bigger magic item.

As far as I know the answer to that is "unspecified".
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Post by Zinegata »

Leress wrote:Okay here is where I am coming from when I said that.
What we have here are different points of reference.
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Post by Leress »

Zinegata wrote:
The question is: Does the "infinite" gold of the high-level peeps actually flow downward towards the low level guys and mucks-up the economy. Because so far the answer seems to be "Who cares about them?"
The answer would be yes to the first part and no to the second.

Also, I'm asking if any magic items can be used to make a bigger magic item. Not if wished magic items can be used to make a bigger magic item.

As far as I know the answer to that is "unspecified".
The answer would be no.
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Post by Crissa »

Where do you think the gold you find adventuring comes from?

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Post by Zinegata »

Leress->

Thank you. So that means that the world could indeed have low-level adventurers being paid gold by high-level (Wish-capable) adventurers to gather up material components.

Which is why I commented that I get the impression that it can cause runaway inflation (because you essentially have an infinite gold supply flowing downward, with the only real constraint being the time and inclination to craft items).

Crissa->

Read my actual fucking post the first time around. Instead of being a snarky bitch and confusing everyone.
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Post by Username17 »

Zinegata wrote:
FrankTrollman wrote:The gp expenditures (if any) to purchase ritual goods for producing high end magic items are meaningless.
Again. That's not the point.
No. It's totally the fucking point. It's the entire point. No one who can afford or possess a major magic item gives two dick shakes about a pile of gold of any size.
You're looking at this from the perspective of the high-level creatures who have Wish. Yes, gold is not the limiting factor. It's time and XP. Good for them.
If you have access to a major magic item, you have access to Wish. So you've totally conceded this point.
The question is: Does the "infinite" gold of the high-level peeps actually flow downward towards the low level guys and mucks-up the economy. Because so far the answer seems to be "Who cares about them?"
No. Also, it's not "infinite" gold. It's a lot of gold. There's a difference. A huge difference as matters to the shit covered peasantry, but no difference at all to the people actually bartering for the major magic items. Wish does not produce unlimited gold, it produces five hundred pounds of gold. At three wishes a day, that's seven million, nine hundred and eighty four thousand ounces of gold a year if he doesn't wish for anything cool.

And by modern standards, that's bullshit. That's almost twenty percent of the yearly gold output of Alaska. It's not enough to run the whole economy of the world. It's not even even spitting distance of that. But it's way beyond the ability of individual people to haul heavy metals around and barter for a slice of the labor pool of crap covered farmers. It's not infinity, it's more than adventurers can spend buying anything they want in the shops and whore houses of the depressed feudal era townships they travel through.
Also, I'm asking if any magic items can be used to make a bigger magic item. Not if wished magic items can be used to make a bigger magic item.
Magic items can be enhanced for the difference. That is, any one item can be used for a stepping stone towards making one bigger item. But there are no rules allowing you to throw multiple magic items together to make a bigger magic item like Disgaea fusion (although there are pieces of Artificer fuckery that will let you do that).

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Post by Leress »

Zinegata wrote:Leress->

Thank you. So that means that the world could indeed have low-level adventurers being paid gold by high-level (Wish-capable) adventurers to gather up material components.
Except that high level people wouldn't hire low-level adventures for material component because the components they need the low-levels can't get.
Which is why I commented that I get the impression that it can cause runaway inflation (because you essentially have an infinite gold supply flowing downward, with the only real constraint being the time and inclination to craft items).
It wouldn't help high level people at all because they don't deal in gold. Low level people can only have so much and the things they can get with gold can only go so far until they reach the point where no one deals with gold.
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Post by Red_Rob »

FrankTrollman wrote:At three wishes a day, that's seven million, nine hundred and eighty four thousand ounces of gold a year if he doesn't wish for anything cool.

And by modern standards, that's bullshit. That's almost twenty percent of the yearly gold output of Alaska.
So one high level person can 'only' create 20% of the wealth of a modern nation each year? That seems like plenty to destabilise a dark age economy.

I guess my big question is that gold is worth a lot in our world because its rare and expensive to get out of the ground. In a world where people can literally snap their fingers and have it appear, how is it still used as a currency? As pointed out in the Dungeononicon fantasy economies are basically a barter system, so why do people still want something so plentiful?

I always had the idea that anyone entering the wish economy is so high level that magic solves basically all their needs already, so they don't actually inject all this gold into the economy at any point. When you are travelling by teleport, sleeping in a Mord. Mag. Mansion and summoning any guards you need, if you can't buy magic items what exactly are you giving people money for?

I still have the feeling that if a high level character wanted to flood the economy enough to make gold worthless they totally could. And the worst thing is it would probably be done by a Lawful Good Paladin who thought that giving all the peasant 1,000,000 gold pieces would make the world a better place :D
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

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Post by Zinegata »

FrankTrollman wrote:No. It's totally the fucking point.
*grumble*

I had already conceded that point like four fucking posts ago.

Again, what I said as opposed to Crissa's out of this world answers:
Here's the problem though: a 15K magic item isn't valuable to the Wish-user. But can't you just craft your own magic items at that level too? And doesn't crafting cost gold to buy material components?

So sell the +1 swords for gold to some plucky young adventurer. Gold is then translated into material components for crafting. Sell enough +1 swords, and you should have enough gold to buy enough material components for whatever artifact of doom you're making.
That statement pretty much says "Wish-capable characters can easily get all the gold they ever need". Not "Wish-capable characters need gold"
No. Also, it's not "infinite" gold. It's a lot of gold. There's a difference. A huge difference as matters to the shit covered peasantry, but no difference at all to the people actually bartering for the major magic items.
Again, "runaway inflation" isn't gonna affect people who are no longer even within the Gold Economy anyway. So all I'm really looking at is the effect on the "shit covered peasantry".
But it's way beyond the ability of individual people to haul heavy metals around and barter for a slice of the labor pool of crap covered farmers. It's not infinity, it's more than adventurers can spend buying anything they want in the shops and whore houses of the depressed feudal era townships they travel through.
Hence my second comment: The economy (low-level) is actually about trading +1 swords. High level peeps can make a ton of low-level magic items (let's call them +1 swords for ease of reference) for free. They give it to the low-level peeps in exchange for magic item components and other stuff.

Because it's more convenient to bring a +1 sword worth thousands of gold than several tons of gold, these low-level adventurers start bartering in +1 swords.

It's basically the Diablo 2 economy.
Magic items can be enhanced for the difference. That is, any one item can be used for a stepping stone towards making one bigger item. But there are no rules allowing you to throw multiple magic items together to make a bigger magic item like Disgaea fusion (although there are pieces of Artificer fuckery that will let you do that).

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Post by Zinegata »

Red_Rob wrote:I still have the feeling that if a high level character wanted to flood the economy enough to make gold worthless they totally could. And the worst thing is it would probably be done by a Lawful Good Paladin who thought that giving all the peasant 1,000,000 gold pieces would make the world a better place :D
Yep. That might happen too.
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Post by K »

I think it's important to note that "The Wish Economy" is just a name for an economic situation as much as it is a name for a specific means of making money.

Infinite "wealth" loops are well within the game in a variety of ways. You can barter for goods where they are common and resell them where they are rare using teleporting angels with summon monster and still make gold (or whatever currency is being used) hand over fist. Polymorphing rats into cattle will still feed the populace or make horses or other work animals. Genie can make rare silks and medicines all day. Fabricate can turn base materials into fine goods. Heck, you could just send demons to go to gold mines and bring you back gold.

For fvcks sake, DnD has actual planes of existence with gold and jewels on the ground available to anyone with the ability to travel the planes.

This means that any kind of exchange for things that magic can't find or create is going to be by necessity a barter exchange, because there are too many people capable of getting the lower orders of wealth. Magic items, being products of people already capable of getting any purchasable item, are going to have costs that range from things that can't be made with magic to things like favors or quests.

Hence, the Wish economy, a higher order than a mere Gold economy.
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Post by Crissa »

Because while some guys can snap their fingers and get gold - they don't use gold. And other guys can't snap their fingers and get gold, and so they use these piles that are left around but they can't eat and don't rust as currency.

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Post by Zinegata »

I don't think anybody's contesting that high-level people have access to unlimited wealth.

What we're looking at is the effect of the Wish economy on the low-level characters who still function under the gold economy. Or, rather, does the gold economy make sense at all even at lower levels.
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Post by Leress »

Zinegata wrote:I don't think anybody's contesting that high-level people have access to unlimited wealth.
They don't have access to unlimited wealth.

What we're looking at is the effect of the Wish economy on the low-level characters who still function under the gold economy. Or, rather, does the gold economy make sense at all even at lower levels.
It has no real effect because ones in the Wish economy don't deal in the gold economy because there are better uses of their time (unless they want to outfit their army with minor magical equipment). Even then it still is probably a waste of their time. The gold economy makes sense until one reaches the point were gold loses it value, the gold needed to get something is too much, and you pretty much have to enter the Wish economy to get better stuff.
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Post by Lago PARANOIA »

WHAT unlimited wealth?

It's not like gold does something intrinsically useful (at this technological level anyway) like water or cattle or iron. The only use gold has at all is the fact that it's a building block of an economy... but those building blocks are totally arbitrary. Gold was specifically used because it's a shiny rock that won't destabilize the money supply because it's so rare.

If someone conjures up twenty-thousand percent of the gold output of Alaska, you know what the world would do? Switch to some other arbitrary monetary base. Hell, if the technology is advanced enough or the populace is close-knit enough (and if you play in a setting like Forgotten Realms or Dragonlance is could very well be) people might just switch to fiat money entirely.

The real question is why D&D is on the gold economy in the first place. The calorie economy and the wish economy makes sense since those materials are actually useful for the people who interact with it, the gold economy does NOT. I'm surprised that all of the civilization gods didn't just put their heads together and decree that a unit of money is X amount of whatevers and then the kings tie up their currency to that.
Last edited by Lago PARANOIA on Wed Aug 25, 2010 9:38 am, edited 1 time in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by norms29 »

Lago PARANOIA wrote:WHAT unlimited wealth?

It's not like gold does something intrinsically useful (at this technological level anyway) like water or cattle or iron.
it's not just that they can wish for gold, they can also wish for the things gold buys.
SRD wrote:•Create a nonmagical item of up to 25,000 gp in value.
infinite wealth doesn't come from wishing for 25000 gold pieces, it comes from wishing for 25000 GP worth of trade goods, or raw materials, or finished goods. they don't just stop careing about gold, they stop dealing in gold because it's an unessessary intermediary.
After all, when you climb Mt. Kon Foo Sing to fight Grand Master Hung Lo and prove that your "Squirrel Chases the Jam-Coated Tiger" style is better than his "Dead Cockroach Flails Legs" style, you unleash a bunch of your SCtJCT moves, not wait for him to launch DCFL attacks and then just sit there and parry all day. And you certainly don't, having been kicked about, then say "Well you served me shitty tea before our battle" and go home.
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Post by Murtak »

Zinegata wrote:I don't think anybody's contesting that high-level people have access to unlimited wealth.

What we're looking at is the effect of the Wish economy on the low-level characters who still function under the gold economy. Or, rather, does the gold economy make sense at all even at lower levels.
That depends on your setting. Clearly, at some point your party enters the arbitrary wealth zone, no matter whether they use wishes or walls of iron or cows to salt, largely, but not completely, removing themselves from the gold economy. That part is crucial. Interaction does still happen. You might sell your mountains of salt for your collection of magical trinkets, you might hand out magical items or money to those who please you and you might end up dead, your wealth trickling into society. Overall you might end up giving or taking mundane wealth and/or magic items from the gold economy. How much of either happens depends on your setting.

An example:
Your society consists of four distinct crowds: Peasants, Nobility, Adventurers and Ascendants. Adventurers are pre-wish-economy characters trying to enter the wish economy. As such they are desperately trying to get magical items. They will also go for treasure, hoping to get wishable items from the nobility crowd (anything non-wishable is viciously fought for by the ascendants). The nobility crowd are wealthy but not personally powerful characters. They keep their wealth, because truly powerful characters are not interested in it and a dozen guards are still a threat for low-level characters. They govern (and fall back into) the peasant crowd, which is basically everyone both poor and without levels in a player class. Ascendants meanwhile are those who have firmly entered the wish economy of their own power.

In this setting the pre-wish world is mostly separated from the higher levels, with interaction occurring mostly when a high-level character swoops in and recruits a whole town for some pet project or to recover a precious magical items. Any of them is nearly a god to the peasantry and possibly even the nobility. Low-level adventurers are probably trying to just not get killed until they too can enter the wish economy. Until then they have to live on the scraps the ascendants dole out. Since crafting keeps you from true power even longer, most magic items are the result
of wishes and magical wealth is usually far between (but may happen in bursts - such as a wizard outfitting an entire city with flaming swords).


Keep in mind that this is just one possible reading of the wish economy. And that in turn is just an attempt to make sense out of a hopeless clusterfuck. The wish economy does not hold up to scrutiny that well. What it does though is to allow you to keep wishes, crafting and treasure in system where each of those amounts to raw power. It produces a tiered economy of mundane/magic/fantastic wealth where you have goblets of solid diamonds, a dragon sleeping on a mound of gold and even a clockwork factory churning out magic weapons without your world breaking down or your campaign ending there and then.
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Post by Zinegata »

Murtak->

I think you're correct that it will depend on the setting - as the rules aren't specific enough to conclusively say how the Wish and Gold economies interact.

That being said, your example is precisely why I find the relationship very interesting - because it helps explain how low-level and high-level play are interrelated.

Wouldn't it be cool for a low-level adventuring party to accomplish a mission for a high-level character (who recruits the whole town for some pet project, as you noted in your example), only to realize many years later that they themselves are now recruiting whole towns for their own pet projects when they finally broke into the Wish Economy Tier?
Last edited by Zinegata on Wed Aug 25, 2010 10:38 am, edited 1 time in total.
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Post by Lago PARANOIA »

norms28 wrote: infinite wealth doesn't come from wishing for 25000 gold pieces, it comes from wishing for 25000 GP worth of trade goods, or raw materials, or finished goods.
That's an even more grievous waste of time than wishing for gold, because a wizard can replicate that kind of wealth faster and with lower level spells. Seriously. Fabricate. Wall of Iron. Wall of Stone. If you want to count labor as a form of wealth, the undead creation and polymorph line of spells works it.

I mean, wishing for gold is already pretty pointless but it's also pretty much the only way to add vast quantities of that metal in a way that isn't subject to dispelling or for someone else to perform that labor. Hey, it might be useful to you if your campaign takes place in a deserted island.

But using wish for trade goods? What the fuck? We've long since burned that bridge.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Lago PARANOIA »

Zinegata wrote: I think you're correct that it will depend on the setting - as the rules aren't specific enough to conclusively say how the Wish and Gold economies interact.
The gold economy needs to die a quick, painful death. D&D should seriously use trade units and not even allow medium magical items to be created for gold or commonly-found economic units. D&D works much smarter as a barter economy.

If the game had a list of universal trade goods ala Uncharted Waters and you could deal in stuff like iron/sugar/silver/pottery/etc. and there was a cultural modifier for the wealth of this stuff it'd make a lot more sense and be more immersive.

Of course this means getting rid of the idea of people going to the store and trading in tens of thousands of gold pieces in for a +4 sword. And I'm okay with that. When the Queen of Sheba brought Solomon tribute the Bible lovingly recreated the kind of swag she had in her goody bags. And that's a great piece of description porn. But seriously, in D&D terms what she brought him would barely make a mid-level adventurer even care. And that's bullshit.

It's also not a problem you can solve by lowering the price of magical goods. I mean, everyone jerks off to Smaug's horde of treasure but seriously a mid-sized medieval city that believed in capitalism or communism with enough raw goods could plausibly create a pile of mundane swords and armor that would be worth about that amount in two or three years.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Zinegata
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Post by Zinegata »

So Lago is advocating that we move into the Diablo 2 economy?
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Post by Kaelik »

Zine, high level people don't order low level people to accomplish missions for them.

You want something done? Well if you have access to an Efferti, you have access to a Glabrezu, who can just do whatever.

You need material components? Efferti can just wish for a 25,000gp pile of material components.

No need for high level people to ever interact at all.
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The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
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Murtak
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Post by Murtak »

I don't know what Lago is advocating, but I agree with anyone who says 3E style wealth does not work. Proposing a default wealth by level was a good idea, and is certainly better than 2E style total randomness. But basing WBL on gold was probably a bad idea. Crafting rules are a mess. Any of a dozen core spells totally destroys the economy. Combined you get the worst of all possible systems.

An abstract system for player character wealth, such as a tome-style magic item restriction, seems like it would work well in ensuring players do as expected for their level. Mundane wealth though should be mostly divorced from true power though, if only so characters can spend their part of the dragon hoard on drinking and whoring or building their wizard tower or collecting ancient figurines instead of upgrading their sword. That still leaves crafting and world economy unaccounted for, but these two guidelines should be present if you want to prevent in-game-insanity.
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Post by mean_liar »

It's difficult to predict what the Wish Economy actually looks like for mundane folk, since there's an arbitrary amount of wealth constantly being created from nothing. It's not that wish creates 25kGP in gold, it's that wish creates 25kGP in non-magical materials: there are going to be parts of the world where NOTHING mundane is valued and it's a kind of communist paradise since all mundane needs are taken care of from the stockpile.

Where it gets really weird and unpredictable is that as the raw goods and materials enter the supply chain from repeated wishes, what 25kGP of material constitutes steadily increases in output and leads to hyperinflation.

Eventually 25k gold pieces is something like 0gp of worth, because there's just so goddamn much of it.
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