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D&D and the magic economy
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<blockquote data-quote="Alisair Longreach" data-source="post: 5387964" data-attributes="member: 50851"><p>You are absolutely right. The D&D economy is ridicoulus. </p><p> </p><p>It can be fixed with house rules.</p><p> </p><p>One approach is seperating the economy into a "Real World" and a "D&D" economy. The Real economy is the one where a peasant earns a silver a day and the PCs use "Real Gold" to purchase mundane items. The D&D economy is the one where the gold and treasure collected in dungeon crawling are just another form of XP. The PCs might have a lot of magical bling-bling but otherwise be quite poor because the "dungeon gold" can't be converted to real silver pieces.</p><p> </p><p>Another approach I use is to make all money abstract. The PCs each have a belt pouch with unspecified amount of cash for purchasing mundane items and drinks at the bar. Magic items must be found as treasure although occasionally a magic item might be crafted as an adventure reward. Rituals have no component cost but new rituals are only acquired as treasure and adventure rewards. Potions and alchemical items are treated like the Essential Assassin's Poison Use class feature which are a kind of Daily Powers. A PC who knows the Brew Potion ritual might be able create a single dose of Potion of Healing after an extended rest.</p></blockquote><p></p>
[QUOTE="Alisair Longreach, post: 5387964, member: 50851"] You are absolutely right. The D&D economy is ridicoulus. It can be fixed with house rules. One approach is seperating the economy into a "Real World" and a "D&D" economy. The Real economy is the one where a peasant earns a silver a day and the PCs use "Real Gold" to purchase mundane items. The D&D economy is the one where the gold and treasure collected in dungeon crawling are just another form of XP. The PCs might have a lot of magical bling-bling but otherwise be quite poor because the "dungeon gold" can't be converted to real silver pieces. Another approach I use is to make all money abstract. The PCs each have a belt pouch with unspecified amount of cash for purchasing mundane items and drinks at the bar. Magic items must be found as treasure although occasionally a magic item might be crafted as an adventure reward. Rituals have no component cost but new rituals are only acquired as treasure and adventure rewards. Potions and alchemical items are treated like the Essential Assassin's Poison Use class feature which are a kind of Daily Powers. A PC who knows the Brew Potion ritual might be able create a single dose of Potion of Healing after an extended rest. [/QUOTE]
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