Tome threads assume you're dropping the 3.5 Wealth by Level rule and moving onto some sort of wish economy function to deal with the exponential wealth sources that the game otherwise provides by various emergent functions.Neurosis wrote:See the dichotomy illustrated by these two quotes is what I'm talking about.
In the standard game, wall of iron mining is non-functional, if you have more than your WBL the DM is supposed to take some of it away, either by breaking, stealing, taxes, off-screen raids, or whatever, and stuff like castles counts toward that. There's just huge infinite power money-killing karma hits anyone who gets rich early, by the rules.
There are lots of ways to house rule that away, and I assume everyone does in some fashion. But by the book you either have like a million gp invested in a castle or you have a massively better set of adventuring gear, and you're only allowed either at very high level because you can swap between the two as desired.
Thus the threads on how you can't have doors made of adamantium in modules because the PCs should give up the plot, tear them loose, and go home with the incredibly valuable doors to exchange for extra character power. And then the DM should steal it because it's too much and they didn't level up yet. Rules, mang.
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History:
It's even a function of some classes that you get extra features for building one eventually, thematically typed for each class. Solid game, really.
2nd edition gave no XP for items (because XP REALIZM arglebargle), making it take longer to level up and thus find even more items. Also gave basically nothing to do with wealth, so everyone hoarded items, like hundreds of the fucking things at high levels tucked away in portable holes.
3e eliminated the 2e glut by letting you trade up, so everything becomes magic items you are using right now, including the scenery. The emergent play was literally mining the descriptive text for character power upgrades. With 3.5, instead of level-by-wealth rewards, they use wealth-by-level limits. PF is just 3.5 with some rules missing.
4th edition codified that as only magic items could trade for magic items, and even then quite poorly, but it doesn't function without resorting to literal wish lists, and the world does not functionally exist outside combat scenes so castles don't even.
5th edition mostly works like 2nd edition, only with even more blowjobs for the DM, because Mearls.