In addition to being mid, it’s also super biggy atm. Some people have it be fine until the later acts, but our grouos has barely made any progress do to all of us experiences crashes super often
In addition to being mid, it’s also super biggy atm. Some people have it be fine until the later acts, but our grouos has barely made any progress do to all of us experiences crashes super often
Last I saw, Covid death rates were still almost double that of influenza. And that’s even with (generally) higher vaccination rates for covid over the flu.
I used Plime before reddit, around 2008. Hard to even find info on it these days, not that it was anything special; same general setup as digg or reddit or lemmy.
I mean, if you looks at the costs of things, ‘a cheap meal’ is usually like, 1-5 coppers. So, copper is somewhere between $1-$5, very roughly speaking. Which would put even just a 100gp magic sword (a ‘basic enchantment’) be worth around $10,000. So like, a used car? And a single gold would be like $500, in the realm of a weeks pay irl. And, a platinum piece is $5,000.
But regardless, I assume banking exists, and a lot of these ‘thousands of gold’ transactions are done via banking guilds or w/e. Its not like the US prints anything bigger than $100 today, though of course a primarily digital economy is radically different from a DnD-esque primarily gold-standard one.
Additionally, I don’t know about you, but I rarely award ‘chests full of gold’ to the players, its usually valuable items; rare gems, art pieces, or magic items themselves.
But yeah, those ‘high level magic items’ worth like, 100,000gp+, would be roughly analogous to things worth $10-100 million. Which, for 20th level adventurers fighting gods, doesn’t seem unreasonable? Like, IRL, the richest people in the world have stuff priced individually at $100million, though those tend to be like, super yachts and mansions, not a single relic sword.
Regardless, the economy is pretty clear that adventuring, even at like level 1, gives quite a bit more money than a ‘normal’ job gives, even a decent one like a smith. But also, adventuring is pretty goddamn dangerous. (And, also, the game designers kinda need that to be true, otherwise the players should just run a tavern instead of adventuring, at least until the can buy better gear.)
Yes, was going to bring up Fate! I really like systems that split damage into ‘heroic near misses or light damageless scrapes’ and ‘actual wounds’, without getting too bogged down in random tables and lookup charts.