Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Average income of a social class?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 5695686" data-attributes="member: 4937"><p>I think you've described a somewhat adequate silver peice based economy.</p><p></p><p>Unfortunately, adventurers are on a default gold peice based economy. If you want to retain a silver peice based economy, you'll need to reprice everything and adjust treasure accordingly. </p><p></p><p>If you don't, some wierd things start happening to the economy of the game world. While food and other basic necessities tend to be priced on a silver peice based economy, tools, buildings, and other durable goods tend to be priced on the gold peice based economy. The first upshot of this is that mechanically, peasants can't afford the hovels, huts, and cottages that they live in nor the tools that they need to perform their labor. The second upshot of this is that PC's can leverage this to buy raw materials under a silver peice economy, and then quickly transform them into finished goods that are costed according to the gamist adventure balancing gold peice standard at enormous profits.</p><p></p><p>Another wierd result of having a labor market priced in silver peices while adventures buy and sell in gold peices, is that PC's will find that they can amazingly leverage the labor market forcing you to reprice the market whether you want it or not. It becomes relatively easy to go Belloch at mid to high level, and approach problems with a sledge hammer of overwhelming labor - dig everything up, get everyone to work for you, hire all the mercenaries you can find. If 100 longbowmen can be treated like a low cost magic item, it changes the game.</p><p></p><p>Plus, the mismatched economy just won't work in detail. Finished goods priced in g.p. can't be explained from labor costs and raw materials priced in silver peices, and you'll end up with odd descrepencies depending on where you look to for pricing out whatever the players have decided to do that isn't basic dungeon crawling.</p><p></p><p>The easiest fix for this is to ignore the realistic silver peice economy and multiple all your incomes, subsistance costs, and anything else with assumptions rooted in the wage = 1 s.p. assumption by a factor of 10 to convert it to the standard gold peice economy. Or alternately you can adjust all of the prices in the gamist gold peice economy down by a factor of 10. Either way, you end up encouraging economic parity between PC's and NPC's of equivalent social standing.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5695686, member: 4937"] I think you've described a somewhat adequate silver peice based economy. Unfortunately, adventurers are on a default gold peice based economy. If you want to retain a silver peice based economy, you'll need to reprice everything and adjust treasure accordingly. If you don't, some wierd things start happening to the economy of the game world. While food and other basic necessities tend to be priced on a silver peice based economy, tools, buildings, and other durable goods tend to be priced on the gold peice based economy. The first upshot of this is that mechanically, peasants can't afford the hovels, huts, and cottages that they live in nor the tools that they need to perform their labor. The second upshot of this is that PC's can leverage this to buy raw materials under a silver peice economy, and then quickly transform them into finished goods that are costed according to the gamist adventure balancing gold peice standard at enormous profits. Another wierd result of having a labor market priced in silver peices while adventures buy and sell in gold peices, is that PC's will find that they can amazingly leverage the labor market forcing you to reprice the market whether you want it or not. It becomes relatively easy to go Belloch at mid to high level, and approach problems with a sledge hammer of overwhelming labor - dig everything up, get everyone to work for you, hire all the mercenaries you can find. If 100 longbowmen can be treated like a low cost magic item, it changes the game. Plus, the mismatched economy just won't work in detail. Finished goods priced in g.p. can't be explained from labor costs and raw materials priced in silver peices, and you'll end up with odd descrepencies depending on where you look to for pricing out whatever the players have decided to do that isn't basic dungeon crawling. The easiest fix for this is to ignore the realistic silver peice economy and multiple all your incomes, subsistance costs, and anything else with assumptions rooted in the wage = 1 s.p. assumption by a factor of 10 to convert it to the standard gold peice economy. Or alternately you can adjust all of the prices in the gamist gold peice economy down by a factor of 10. Either way, you end up encouraging economic parity between PC's and NPC's of equivalent social standing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Average income of a social class?
Top