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How do you handle the "economy killing spells" in your game?
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<blockquote data-quote="Swarmkeeper" data-source="post: 7603890" data-attributes="member: 6921763"><p>1) Plant Growth - one might say that NPC Druids have zero interest in annual crops. Instead they are more interested in using this spell to restore ecosystems damaged by industry, magic, and/or corrupting auras of monsters. Now, if a PC Druid wants, on a regular basis, to help out some farmers instead of adventuring, then one might consider some better hooks for adventures.</p><p></p><p>2) Fabricate - the wizard proficient with smith’s tools still needs to be provided with the raw material to create hundreds of suits of plate. Surely this might start some kind of resource struggle between kingdoms. Sounds like the start of an adventure hook beckoning the PCs to prevent the domination of said kingdom. Usually, though, I’d say the generation of mundane objects is beneath most scholarly wizards who care far less about the wealth of nations and more about the power of knowledge.</p><p></p><p>I’m confident that there are plenty of other creative ideas out there for DMs to employ to keep spells from ruining a fantasy economy, if that’s a big concern. Like the DMG says, the DM is the Master of Worlds - make some shiitake up that holds up in the fantasy world without worrying if it makes sense from the perspective of our IRL economic paradigm. Personally, I’m less concerned with the details of economic realism, even though one of our campaigns is ostensibly about the flow of commerce throughout the land. It’s really just a backdrop to help explain some NPC motivations while the real story is the heroic journey of the PCs.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 7603890, member: 6921763"] 1) Plant Growth - one might say that NPC Druids have zero interest in annual crops. Instead they are more interested in using this spell to restore ecosystems damaged by industry, magic, and/or corrupting auras of monsters. Now, if a PC Druid wants, on a regular basis, to help out some farmers instead of adventuring, then one might consider some better hooks for adventures. 2) Fabricate - the wizard proficient with smith’s tools still needs to be provided with the raw material to create hundreds of suits of plate. Surely this might start some kind of resource struggle between kingdoms. Sounds like the start of an adventure hook beckoning the PCs to prevent the domination of said kingdom. Usually, though, I’d say the generation of mundane objects is beneath most scholarly wizards who care far less about the wealth of nations and more about the power of knowledge. I’m confident that there are plenty of other creative ideas out there for DMs to employ to keep spells from ruining a fantasy economy, if that’s a big concern. Like the DMG says, the DM is the Master of Worlds - make some shiitake up that holds up in the fantasy world without worrying if it makes sense from the perspective of our IRL economic paradigm. Personally, I’m less concerned with the details of economic realism, even though one of our campaigns is ostensibly about the flow of commerce throughout the land. It’s really just a backdrop to help explain some NPC motivations while the real story is the heroic journey of the PCs. [/QUOTE]
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How do you handle the "economy killing spells" in your game?
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