Gort
Explorer
midevil
Medieval.

Comes from medi (meaning middle) and aevum (meaning age). Not like, "the middle of the evil times".
midevil
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.
I use tiers of fluency in my games.As a linguist I think the language system needs some work as well. Something like 4 or 5 tiers of proficiency with corresponding bonuses and penalties to social interaction skills.
Actually, "the middle of the evil times" sounds perfect for D&D.Medieval.
Comes from medi (meaning middle) and aevum (meaning age). Not like, "the middle of the evil times".
Why dont you just add +0 per level and get rid of all the adjustments all together? Character sheets would last alot longer.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:
(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.)
- Magic enhancement bonuses
- Weapon and Implement Expertise feats
- Stat adjustments as you level
Technically, this just makes the +n bonus a special effect like flaming. You could call it an 'accurate weapon'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.
First, except in the west, and AK is more like $5 than $500I 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.
Where things will really go out of whack is when the party starts coming back to civilization with the equvalent of hundreds of millions of dollars in loot. After only a few levels, and definitely by paragon levels, you are looking at players that should have assets equivalent to rich merchants, counts and dukes, or even minor Kings. At that point, almost anything mundane is a trivial expense.