少点错误 04月29日 10:02
D&D.Sci Tax Day: Adventurers and Assessments Evaluation & Ruleset
index_new5.html
../../../zaker_core/zaker_tpl_static/wap/tpl_guoji1.html

 

本文讨论了在D&D游戏中如何通过合理的物品分配和税务规划来最大化收益。文章详细介绍了不同物品的税务价值、税率等级、以及各种减税和豁免规则,例如针对牧师的豁免、对拥有独角兽角的玩家的优惠、以及针对鸡蛇眼和龙头的税务奖励和惩罚。通过分析不同的策略,包括“牧师策略”和“非牧师策略”,玩家可以找到最有效的税务规划方案,以降低总税额。

📜 物品价值与税率等级:文章详细列出了游戏中不同物品的税务价值,例如龙头的价值为14金币。根据玩家拥有的物品总价值,确定适用的税率等级。税率从20%到60%不等,总价值越高,税率越高。

🛡️ 特殊规则与减免:游戏中存在多种特殊规则,例如牧师和圣骑士可以免税。拥有至少5个独角兽角的玩家可以享受25%的税率优惠。此外,鸡蛇眼的出售可以获得税务减免,但龙头的出售会受到双倍税率的惩罚。

⚔️ 策略分析:文章分析了两种主要的税务策略,包括“牧师策略”和“非牧师策略”。牧师策略通过仅持有骷髅和僵尸手臂来享受10%的低税率。非牧师策略则侧重于利用鸡蛇眼和龙头来最大化税务减免,从而达到减少税负的目的。

Published on April 29, 2025 2:00 AM GMT

This is a follow-up to last week's D&D.Sci scenario: if you intend to play that, and haven't done so yet, you should do so now before spoiling yourself.

There is a web interactive here you can use to test your answer, and generation code available here if you're interested, or you can read on for the ruleset and scores.

RULESET

Goods

Each good is assigned a value for tax purposes:

GoodValue
Cockatrice Eye6gp
Dragon Head14gp
Lich Skull10gp
Unicorn Horn7gp
Zombie Arm2gp

Tax Brackets

Depending on the total value of all goods you have, you determine a tax bracket:

Total ValueTax Rate
<30gp20%
30-59gp30%
60-99gp40%
100-299gp50%
300gp+[1]60%

Your taxes due are equal to your Tax Rate multiplied by the total value of your goods.

So if you have two Lich Skulls (20gp), your tax rate is 20% and you will owe 4gp of taxes.

If you have three Lich Skulls (30gp), your tax rate goes up to 30% on the whole value of your goods, and you owe 9gp of taxes.

It is therefore very valuable to fall just below the various tax-bracket thresholds.

Benefits and Exemptions

There are a variety of special rules:

STRATEGY

There are three relatively-low tax rates accessible:

Optimal play aims to get each adventurer one of those low rates.  There are two ways to accomplish that, which produce nearly-identical end tax bills:

LEADERBOARD

Player1234Total Tax
simon, abstractapplic1C 1D 1U 1Z (0.0)1C 1D 1U 1Z (0.0)1C 1D 4Z (0.0)1C 1D 5L 5U 2Z (21.25)21gp 2-3sp
Optimal Play1C 1D 1U 1Z (0.0)1C 1D 1U 1Z (0.0)1C 1D 4Z (0.0)1C 1D 5L 5U 2Z (21.25)21gp 2-3sp
Yonge1C 1D 1U (0.0)1C 1D 3Z (0.0)1C 1D 3Z (0.0)1C 1D 5L 6U 2Z23 gp 0 sp
DrJones5L 1Z (5.2)1D 3Z (4.0)3C 2D 6U 3Z (15.0)1C 1D 1U 1Z (0.0)24 gp 2sp
MaxwellPeterson2L 8Z (3.6)1C 1D 1U (0.0)1D 1U (4.2)3C 2D 3L 5U (19.25)27 gp 0-1 sp
Even Distribution[7]1C 1D 1L 2U 2Z (8.4)1C 1D 1L 2U 2Z (8.4)1C 1D 1L 2U 2Z (8.4)1C 1D 2L 1U 2Z (9.3)34 gp 5sp
Random Play????????56 gp 9 sp[7]

Congratulations to all players, particularly simon and abstractapplic (who managed to fully solve the problem and turn in a perfect answer, with the first one coming just in time for me to use it on my real-world taxes).

DATASET GENERATION

Adventurers come in groups of 1d6 (adventurers range from powerful adventurers who can go out solo to weak ones who need half-a-dozen companions).

An adventuring party goes out and hunts a variety of monsters, and then divides all monster parts as evenly as they can.  (This is why your dataset often contained multiple consecutive rows with very-similar goods).

This standard divide-evenly approach is much better than random (since it gets relatively-low tax brackets for everyone by dividing loot like that), but not close to optimal.

FEEDBACK REQUEST

As many players noticed, this scenario was deterministic: the same set of goods would always lead to the same taxes.  I think that this was very much justified given the premise: it's valuable to be able to realize that 'tax calculator' is an area where you shouldn't expect much-if-any randomness.  How did this feel from a player perspective?

As usual, I'm interested to hear any other feedback on what people thought of this scenario.  If you played it, what did you like and what did you not like?  If you might have played it but decided not to, what drove you away?  What would you like to see more of/less of in future?  Do you think the scenario was more complicated than you would have liked?  Or too simple to have anything interesting/realistic to uncover?  Or both at once?  Did you like/dislike the story/fluff/theme parts?  What complexity/quality scores should I give this scenario in the index?

  1. ^

    This tax rate existed in theory but was not derivable from the dataset, as the few people with enough goods to be in this tax bracket all had enough Unicorn Horns to get a lower rate below.

  2. ^

    Unlike the other tax rates, which are all divisible by 10%, this one can lead to fractional silver pieces if an odd # of gp is taxed at 25%.  This is resolved using python's round() function...my apologies to simon, who seems to have spent a while trying to figure out when it rounded up or down.

  3. ^

    Not 8, as you will shortly see...

  4. ^

    Since the Cleric cannot have a Dragon Head, someone else will need 2 of them...and since the second head will be double-taxed, it is very important to have as low a tax rate as you can on it.

  5. ^

    In order to fully benefit from the cockatrice rebate, they want to get as close to 30gp as possible without going over.

  6. ^

    The no-Cleric approach was meant to be a tiny bit worse than the with-Cleric approach, but a last-minute change that I didn't check properly, plus my confusion about how my own rounding worked, made it end up a tiny bit better instead.  Oops.

  7. ^

    Dividing the loot as evenly as possible among adventurers.

  8. ^

    Monte Carlo distribution.



Discuss

Fish AI Reader

Fish AI Reader

AI辅助创作,多种专业模板,深度分析,高质量内容生成。从观点提取到深度思考,FishAI为您提供全方位的创作支持。新版本引入自定义参数,让您的创作更加个性化和精准。

FishAI

FishAI

鱼阅,AI 时代的下一个智能信息助手,助你摆脱信息焦虑

联系邮箱 441953276@qq.com

相关标签

D&D 税务 游戏策略
相关文章