Talk:One More Word on Economy (3.5e Other)

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The Wish Economy[edit]

The only real reason that F&K took the Wish economy as the model in Dungeonomicon is because of the shortsightedness of the original developers. A number of other variants have been put forth, most of them better than the standard wish economy, item scheme, and wealth by level model that is presented in the PHB and DMG, and the way I see it, the Wish economy attempts to take a model that simply doesn't work to its logical endpoint, where it still continues not to work in the large scheme of things in D&D. --Ghostwheel (talk) 05:11, 23 December 2012 (UTC)

Personally, I like the idea of modelling power through wealth after an MoI-like scheme; you gain greater ability to utilize magic items as you level (automatically, no WoL shit) so that, even if you surpass the expected amount of wealth, experience remains the limiting reagent. The way I see, the only other ways to do it are to 1) remove the magic item economy and give items via fiat only, or 2) remove magic items so that economic activity cannot earn combat power -- both of which are fairly unsatisfying and spoil the standard sword-and-sorcery adventure dynamic. --DanielDraco (talk) 07:00, 23 December 2012 (UTC)

Location[edit]

Wouldn't this be better as a blog? --Ghostwheel (talk) 23:49, 23 December 2012 (UTC)

I'd say more like a variant wish spell, with some design notes suitable for the talk page. --DanielDraco (talk) 01:19, 24 December 2012 (UTC)

Simpler Solution[edit]

Why not just rule that a wish can't create any magic item that contains a spell effect that could not be duplicated with a standard use of the wish spell? That way, your single-use items aren't any more powerful then just using the wish itself, and that's the problem that's really trying to be solved here. Chuckg (talk) 20:19, 16 February 2015 (UTC)