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On character wealth an d game balance
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<blockquote data-quote="Celebrim" data-source="post: 7085344" data-attributes="member: 4937"><p>The relative value of silver to gold fluctuates based on how easily one or the other is mined. Depending on the era, silver might be worth 1/10th of gold or 1/12th of gold or 1/20th of gold. Gygax assumed 1/20th which I think it is pretty reasonable over fairly long periods, and certainly reasonable if you have dwarves with advanced mining techniques and something like a global economy that D&D typically has. So I tend to stick with 1 g.p. = 20 s.p. Feel free to use any conversion rate you like though, as long as you are consistent about it.</p><p></p><p></p><p></p><p>I would. If you don't, what you probably need to do is convert the peasant economy over to gold pieces as more and more modern systems are doing. That is, a peasant earns about 1 g.p. per day, so that you get conversions like 1 g.p. ~ $50, and copper and silver coinage is just 'small change'. You'll probably find though that if you do this, you need some sort of lightweight container of more value. Gygax used gems and jewelry, but you might end up with mithril coins or orichalcum coins or whatever.</p><p></p><p></p><p></p><p>Wall of Stone, Wall of Iron, Teleportation Circle, etc. You'll need some combination of changing the economics (material components), changing the effects of the spells, and perhaps changing the rules of reality in subtle ways to introduce unexpected costs to using magic (the magical equivalent of pollution, radiation, etc.). </p><p></p><p>Equally importantly, you'll need to take a really hard look at how the game prices magic items. The balance tends to be really bad even from a dungeoneering perspective, but look out for 'discounts' on the price of something based on the idea that if it doesn't help you in combat, it's not that valuable. For example, watch out for the price of skill boosting items. Consider the effects of something like a Ring of Craft X +10 if you assume that skill turns into value. How fast would such an item pay for itself?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7085344, member: 4937"] The relative value of silver to gold fluctuates based on how easily one or the other is mined. Depending on the era, silver might be worth 1/10th of gold or 1/12th of gold or 1/20th of gold. Gygax assumed 1/20th which I think it is pretty reasonable over fairly long periods, and certainly reasonable if you have dwarves with advanced mining techniques and something like a global economy that D&D typically has. So I tend to stick with 1 g.p. = 20 s.p. Feel free to use any conversion rate you like though, as long as you are consistent about it. I would. If you don't, what you probably need to do is convert the peasant economy over to gold pieces as more and more modern systems are doing. That is, a peasant earns about 1 g.p. per day, so that you get conversions like 1 g.p. ~ $50, and copper and silver coinage is just 'small change'. You'll probably find though that if you do this, you need some sort of lightweight container of more value. Gygax used gems and jewelry, but you might end up with mithril coins or orichalcum coins or whatever. Wall of Stone, Wall of Iron, Teleportation Circle, etc. You'll need some combination of changing the economics (material components), changing the effects of the spells, and perhaps changing the rules of reality in subtle ways to introduce unexpected costs to using magic (the magical equivalent of pollution, radiation, etc.). Equally importantly, you'll need to take a really hard look at how the game prices magic items. The balance tends to be really bad even from a dungeoneering perspective, but look out for 'discounts' on the price of something based on the idea that if it doesn't help you in combat, it's not that valuable. For example, watch out for the price of skill boosting items. Consider the effects of something like a Ring of Craft X +10 if you assume that skill turns into value. How fast would such an item pay for itself? [/QUOTE]
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