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General Tabletop Discussion
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How do you handle the "economy killing spells" in your game?
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<blockquote data-quote="WaterRabbit" data-source="post: 7609571" data-attributes="member: 2445"><p>I think too much of this discussion devolved into how two spells in particular work. I think the more general thrust would be, given the spells and items in the game, what would a game world realistically look like? Does a setting like Forgotten Realms really work from a magical perspective? For example, take a wall-city or castle. Neither are effective at stopping aerial or teleporting opponents. Spells like Passwall render them moot as well. Plant Growth and Fabricate are just the tip of the iceberg. </p><p></p><p>Also for those that suggest a wizard would have something better to do with their time, you have to look at all of the options a wizard has available to them. The economic theory that governs this is called Comparative Advantage.</p><p></p><p>The other theory of economics that also needs to be considered is called the Tragedy of the Commons -- shared resources are always managed much less efficiently than held resources. It is why just giving away wealth doesn't work (either in the real world or a fantasy world).</p><p></p><p>While the focus has been on high powered spells, it is the cantrips which have unlimited casting which are the real concerns. Any of the spells that manipulate energy or items essentially at will are super transformative.</p><p></p><p>The spells listed in the game are primarily those used in adventuring, but it would be easy to imagine spells that would not be used in adventuring but would be used by the general population. For example, a lesser version of <em>Prestidigitation</em> that can only "chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour" could be super easy to learn (or make a wand of) would be a bartender's/chef's dream.</p></blockquote><p></p>
[QUOTE="WaterRabbit, post: 7609571, member: 2445"] I think too much of this discussion devolved into how two spells in particular work. I think the more general thrust would be, given the spells and items in the game, what would a game world realistically look like? Does a setting like Forgotten Realms really work from a magical perspective? For example, take a wall-city or castle. Neither are effective at stopping aerial or teleporting opponents. Spells like Passwall render them moot as well. Plant Growth and Fabricate are just the tip of the iceberg. Also for those that suggest a wizard would have something better to do with their time, you have to look at all of the options a wizard has available to them. The economic theory that governs this is called Comparative Advantage. The other theory of economics that also needs to be considered is called the Tragedy of the Commons -- shared resources are always managed much less efficiently than held resources. It is why just giving away wealth doesn't work (either in the real world or a fantasy world). While the focus has been on high powered spells, it is the cantrips which have unlimited casting which are the real concerns. Any of the spells that manipulate energy or items essentially at will are super transformative. The spells listed in the game are primarily those used in adventuring, but it would be easy to imagine spells that would not be used in adventuring but would be used by the general population. For example, a lesser version of [I]Prestidigitation[/I] that can only "chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour" could be super easy to learn (or make a wand of) would be a bartender's/chef's dream. [/QUOTE]
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How do you handle the "economy killing spells" in your game?
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