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Creating a govement based on D&D reality
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3078766" data-attributes="member: 22882"><p>First off, there are actually two likely ways to gain wealth in a D&D setting, although only one is explored in most of the material. The first is to be an adveturer. The second is to be the child of a successful adventurer.</p><p></p><p>If your parents take you on monster hunts at 13, you could conceivably be 3rd level or higher upon reaching adulthood. There are so few ways to permanently kill the child of a wealthy adventurer, much less a pair of wealthy adventurers, and such parents are themselves so used to danger and excitement, that the typical young adventurer going off, gaining levels and perhaps even getting himself killed and raised a few times before reaching age 18 is hardly out of the question. Of course, parents want the best for their children, so in addition to encouraging them to gain levels they'll share enough of the wealth to overwhelm low-level monsters. Giant rat infestation? Give little Timmy the bracers of armor +5, the amulet of natural armor +5 and the wand of magic missile he's been learning to use since balanced on Mum's knee. If he succeeds, he'll grow stronger; if he fails, well, that's why Dad's old chum the cleric of St. Cuthbert built his cathedral-fortress next door to the manor.</p><p></p><p>Since the children of exceptional people (like PCs, who have PC classes and usually higher point buys or equivalents) are likely to have at least a slight disposition toward being exceptional themselves, and the generational wealth involved defers the per user cost of magic items considerably, a few generations of this 'breeding for adventure' can easily establish an adventurer-aristocracy in which the average heir to a barony reaches adulthood as a 4th level PC class character kitted out with 15th level gold, and his younger siblings range from 1st to 3rd level in PC classes with 4th to 10th level gold. With such a head start, not to mention a network of immensely powerful contacts (10th+ level relatives), these characters don't need to give others a strong disincentive not to attack them - actually, they should welcome rebels as a good source of XP.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3078766, member: 22882"] First off, there are actually two likely ways to gain wealth in a D&D setting, although only one is explored in most of the material. The first is to be an adveturer. The second is to be the child of a successful adventurer. If your parents take you on monster hunts at 13, you could conceivably be 3rd level or higher upon reaching adulthood. There are so few ways to permanently kill the child of a wealthy adventurer, much less a pair of wealthy adventurers, and such parents are themselves so used to danger and excitement, that the typical young adventurer going off, gaining levels and perhaps even getting himself killed and raised a few times before reaching age 18 is hardly out of the question. Of course, parents want the best for their children, so in addition to encouraging them to gain levels they'll share enough of the wealth to overwhelm low-level monsters. Giant rat infestation? Give little Timmy the bracers of armor +5, the amulet of natural armor +5 and the wand of magic missile he's been learning to use since balanced on Mum's knee. If he succeeds, he'll grow stronger; if he fails, well, that's why Dad's old chum the cleric of St. Cuthbert built his cathedral-fortress next door to the manor. Since the children of exceptional people (like PCs, who have PC classes and usually higher point buys or equivalents) are likely to have at least a slight disposition toward being exceptional themselves, and the generational wealth involved defers the per user cost of magic items considerably, a few generations of this 'breeding for adventure' can easily establish an adventurer-aristocracy in which the average heir to a barony reaches adulthood as a 4th level PC class character kitted out with 15th level gold, and his younger siblings range from 1st to 3rd level in PC classes with 4th to 10th level gold. With such a head start, not to mention a network of immensely powerful contacts (10th+ level relatives), these characters don't need to give others a strong disincentive not to attack them - actually, they should welcome rebels as a good source of XP. [/QUOTE]
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