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General Tabletop Discussion
*Dungeons & Dragons
5E economics -The Peasants are revolting!
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<blockquote data-quote="kigmatzomat" data-source="post: 9517397" data-attributes="member: 9254"><p>That's why I (original poster) didn't say anything about the specifics of what is acquired and only stayed with the relative descriptions baked into Lifestyles. I actually appreciate the Lifestyle Expense mechanism as it let's you abstract it all away without needing an "Aurora's Whole Realm Catalog" that details everything under creation.</p><p></p><p>I prefer if "income" doesn't come entirely in coin. A skilled artisan earning 2gp/day in a noble's household really only sees 1gp/day in coin after the noble provides room, board and access to services like cobblers, tailors, etc (aka "Lifestyle Expenses"). Or it could be a cottage and workshop with the community providing annual stipends of meat, grains and wine (aka Lifestyle Expenses). </p><p></p><p>To revisit my original post of "the peasants should be on the edge of revolt" is that all unskilled laborers have a "Poor" lifestyle which is "a sufficient, though probably unpleasant, experience. ... You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers". That last bit is essentially a tautology, confirming that the unskilled at best are living a "sufficient" existence but is likely "unpleasant". The aspect of violence, crime & disease means they likely lead short lives and have a high mortality.</p><p></p><p>I suppose some kind of demographics on what percentage of a population qualify as unskilled could change the overall instability. Are unskilled 50% of the total populace? Or just 50% of urban areas? The latter would mean only ~5-10% of the total population would be prone to revolt. </p><p></p><p>If farming tools had been added to the tools, it would be a clear matter but as it is, nothing differentiates peasant farmers from unskilled workers.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9517397, member: 9254"] That's why I (original poster) didn't say anything about the specifics of what is acquired and only stayed with the relative descriptions baked into Lifestyles. I actually appreciate the Lifestyle Expense mechanism as it let's you abstract it all away without needing an "Aurora's Whole Realm Catalog" that details everything under creation. I prefer if "income" doesn't come entirely in coin. A skilled artisan earning 2gp/day in a noble's household really only sees 1gp/day in coin after the noble provides room, board and access to services like cobblers, tailors, etc (aka "Lifestyle Expenses"). Or it could be a cottage and workshop with the community providing annual stipends of meat, grains and wine (aka Lifestyle Expenses). To revisit my original post of "the peasants should be on the edge of revolt" is that all unskilled laborers have a "Poor" lifestyle which is "a sufficient, though probably unpleasant, experience. ... You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers". That last bit is essentially a tautology, confirming that the unskilled at best are living a "sufficient" existence but is likely "unpleasant". The aspect of violence, crime & disease means they likely lead short lives and have a high mortality. I suppose some kind of demographics on what percentage of a population qualify as unskilled could change the overall instability. Are unskilled 50% of the total populace? Or just 50% of urban areas? The latter would mean only ~5-10% of the total population would be prone to revolt. If farming tools had been added to the tools, it would be a clear matter but as it is, nothing differentiates peasant farmers from unskilled workers. [/QUOTE]
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