A workable fantasy economy?

I'm interested in scrapping the existing artificial economy of D&D 4e and putting in something that approximates how an actual world with magic and such would value things. Anyone want to help out? I don't need perfect detail, just some good guidelines.

For instance, I'm house ruling down monsters so they only add 1/2 level to all their attacks and defenses, instead of full level. This gets them in line with PCs, and completely eliminates the need for:


  • Magic enhancement bonuses
  • Weapon and Implement Expertise feats
  • Stat adjustments as you level

(As for the damage difference now that you don't have magic gear or higher stats, I'm letting PCs add their 1/2 level modifier to damage rolls too.)

All magic flaming swords, for instance, will just do some fire damage and have some fire tricks. You won't have to worry about whether your flaming sword is marginally sharper than a different flaming sword.

Now that it is no longer necessary to trade up from +1 swords to +2 swords and so on, I think it will be easier to have the rest of the world have reasonable costs. Magic swords might provide interesting options, but they generally won't be numerically superior in a way that skews the math balance of the game.

I mean, in the real world, a typical AK-47 might cost $500, whereas a +1 weapon costs 360 gp in D&D. I'm no gun nut, but I can't imagine a mercenary spending a million dollars (the equivalent of a +6 weapon) to buy a "really nifty AK-47," no matter how good it is.

So, what are some of the main pillars of a fantasy economy? Since it's sort of the mental baseline, let's assume a pseudo-medieval setting, with a mostly farm-based culture, and most of the wealth clustered in the hands of a few.

How much wealth does a typical peasant have? How much does his labor cost? What kind of stuff does he use that money to buy?

What about a middle class merchant, who probably lives in a city as opposed to in the country? How much wealth does he have? What does he spend it on, and how much does that cost?

How much wealth does the mayor of a small town have? The mayor of a city? Leader of a county (what, Duke? Lord? Baron?)? How about a king?

And where in this scale should we find your typical soldier? A talented officer? A respected knight? The general of an army? What about a famous entertainer (bard), a revered philosopher (cleric), the leader of a gang of thieves (rogue), the dean of an academy (wizard)?

If we can establish these baselines, it will be pretty easy to guestimate how much it should cost when the PCs come up with their crazy plans. I would like to use a silver standard, since my understanding is that actual gold was pretty rare except for the wealthy. Low level heroes should probably be scraping by, spending their copper and silver like normal people.
 

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Hell yeah! I love this thread already, because I'm about to do something very similar for 4e DARK SUN.

So, a typical peasant would work the land, and wouldn't be getting paid a wage to do so. He would get a portion of the crops he farms. His housing, his clothing, and all that stuff would be gathered through barter with other villagers. What little money he earned (from selling his excess crops to the church) would probably be spent on so-called "sin" items (booze, tobacco, and so on). So, a single peasant family might earn a couple GP each harvest. And maybe the wife earns a pittance on the side weaving, making pottery, or something similar.

I think, using that as a starting place, you can start to see that barter would be a HUGE part of the economy for all classes except the merchant and mercenary class. Soldiers would get a small wage, for sure (but remember, a lot of soldiers were responsible for equipping themselves - if they wanted to live, they spent their pittance on better arms and armour). But most landowners would earn a small sum from renting out their land to the peasants... and from the excess crops they sold.

I think, really, you could get away with making most things fairly cheap. The sort of setting where 10 GP is a fairly large amount of money - more than a typical peasant will see in a year.
 

Well, my side interest here is I'm trying to retool ritual magic so that you can do all sorts of wacky stuff, but the cost has to be equivalent to what it would cost to do it the good old fashioned way.

So if you want to magically erect a wall that would take 20 man-hours to build, you need to have ritual components worth 20 hours of masons working, plus the cost of the stone if there isn't already stone at hand. Maybe it's a flawed idea (and if you did it in Dark Sun there would definitely need to be a different sort of cost, like "drain hit points from the surrounding environment based on the ritual's cost), but I think it would provide a lot of creative options.

So if we figure that most stuff costs dinky amounts of copper or silver, how much is a day of labor for a farmer? A skilled laborer? An expert?
 

So much mind-numbing work!

Is this really going to enhance your game? Do you play with a bunch of economists or something? Or is this what you do instead of game?
 



So much mind-numbing work!

Is this really going to enhance your game? Do you play with a bunch of economists or something? Or is this what you do instead of game?
This is just rude. I, for one, am very interested in the topic, despite the fact that I don't use 4E - a more realistic economy* is something I'm also striving for in my games.

And yes, it will enrich the game by increasing verisimilitude in the world. It's nice when the players know how wealthy their characters actually are, compared to merchants, nobles, and such. It also helps a lot if the players are interested in establishing strongholds, hiring cohorts, and so on.

*really, ANY sort of economic model is more realistic than the D&D one. There's virtually no way to make it worse.
 



For instance, I'm house ruling down monsters so they only add 1/2 level to all their attacks and defenses, instead of full level. This gets them in line with PCs, and completely eliminates the need for:

*A bunch of stuff*

Instead of having to alter every monster you ever run, why not just give the PCs bonuses equal to what their magic gear would normally be? So at level 10 they might have:

+3 attack/damage
+3 to all defenses

Much easier, surely?
 

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