Archade
Azer Paladin
So, in a discussion that involved the Leadership feat, an attempt to use followers to run a shipping cartel on the side, the DMG2 business rules, and the equipment list from the PHB, one of my players and I engaged in a debate that the economy of D&D is broken.
He's right to some degree, of course. However, I was challenged by the discussion, and have looked at the matter further. First things first, the business rules in the DMG2 are a great idea (one business check per month, some chance of events, etc) but don't work. A 3rd level commoner can't run a farm at anything but a loss. But I digress...
ASSUMPTION #1 - An unskilled worker makes 1 sp per day. That's a fine place to start. Drogo the dock worker will never be able to buy a sword, a potion of cure light wounds, or anything other than subsist day-to-day. I'm fine with this.
ASSUMPTION #2 - A skilled worker makes 1 gp per day. Also fine. Aldo the apothecary might be able to afford some more exotic things in the world if he saves his money, and he's seen gold coins in his day.
WORKING RULE - The first thing I looked at was the Perform skill. On the surface, it looks fine. Someone who can make a DC15 Perform check can earn 5sp per day. OK, fine. Someone who can make a DC20 Perform check can earn 1.65 gp per day. Also fine. Finally, someone who can roll a DC 25 Perform check can earn 3.5 gp per day. So, this is reasonably in line with ASSUMPTION #1 and #2.
BROKEN RULE - The Craft rules were my next place to visit. Holy cow, is it broken! It says that someone with the Craft skill can earn half their check result in gp per week. So, a 1st level character with 4 ranks in Craft (basketweaving), a +2 in their stat modifier, Skill Focus (craft basketweaving), and Masterwork Tools can easily get +11 on their skill check, so they can earn 11 gp per week or just under 2gp per day.
First, that's high compared to the assumptions above -- this is a first level character with no special advantages. A 10th level character can get a +22, or earn 16 gp per week, or 2+ gp per day. Not every impressive for a 10th level character, who should be pretty remarkable, is it?
Secondly, it makes no difference whether you are a basketweaver, an alchemist, or a dog trainer - you all make the same amount. That ain't right. Now, the DMG2 does touch on the idea of certain professions being low-risk, medium-risk, and high-risk. That's a good start.
FIX #1 - The Craft and Profession skills need a small tweak in my house rules, as below.
Low-Risk professions and crafts (cooks, porters, animal handlers, teamsters, farmers, guards, etc) can make a DC15 check to earn their check modifier in gp per month. So a 1st level farmhand with a +12 can earn 12 gp per month (or 4 sp per day). Reasonable. And a 5th level farmhand with a +18 can earn 18 gp per month (or 6 sp per day).
Medium-Risk professions and crafts (smiths, masons, clerks, scribes, etc) can make a DC 20 check to earn 2x their check modifier in gp per month. So a 1st level scribe with a +12 can earn 24gp per month (or 8 sp per day). A 5th level scribe can earn 36 gp per month (or 1.2 gp per day). Again, this is reasonable.
High-Risk professions and crafts (alchemists, barristers, shipwrights, sages, etc) can make a DC 25 check to earn 4x their check modifier in gp per month. So a 1st level alchemist with +12 in Craft (alchemy) can't earn anything, but a 5th level alchemist with a +18 could earn 72 gp per month (or 2.4 gp per day).
That's the first fix ... comments/questions? I'm looking for input on fixing the economics of the game through small tweaks, not a rant thread, please ...
He's right to some degree, of course. However, I was challenged by the discussion, and have looked at the matter further. First things first, the business rules in the DMG2 are a great idea (one business check per month, some chance of events, etc) but don't work. A 3rd level commoner can't run a farm at anything but a loss. But I digress...
ASSUMPTION #1 - An unskilled worker makes 1 sp per day. That's a fine place to start. Drogo the dock worker will never be able to buy a sword, a potion of cure light wounds, or anything other than subsist day-to-day. I'm fine with this.
ASSUMPTION #2 - A skilled worker makes 1 gp per day. Also fine. Aldo the apothecary might be able to afford some more exotic things in the world if he saves his money, and he's seen gold coins in his day.
WORKING RULE - The first thing I looked at was the Perform skill. On the surface, it looks fine. Someone who can make a DC15 Perform check can earn 5sp per day. OK, fine. Someone who can make a DC20 Perform check can earn 1.65 gp per day. Also fine. Finally, someone who can roll a DC 25 Perform check can earn 3.5 gp per day. So, this is reasonably in line with ASSUMPTION #1 and #2.
BROKEN RULE - The Craft rules were my next place to visit. Holy cow, is it broken! It says that someone with the Craft skill can earn half their check result in gp per week. So, a 1st level character with 4 ranks in Craft (basketweaving), a +2 in their stat modifier, Skill Focus (craft basketweaving), and Masterwork Tools can easily get +11 on their skill check, so they can earn 11 gp per week or just under 2gp per day.
First, that's high compared to the assumptions above -- this is a first level character with no special advantages. A 10th level character can get a +22, or earn 16 gp per week, or 2+ gp per day. Not every impressive for a 10th level character, who should be pretty remarkable, is it?
Secondly, it makes no difference whether you are a basketweaver, an alchemist, or a dog trainer - you all make the same amount. That ain't right. Now, the DMG2 does touch on the idea of certain professions being low-risk, medium-risk, and high-risk. That's a good start.
FIX #1 - The Craft and Profession skills need a small tweak in my house rules, as below.
Low-Risk professions and crafts (cooks, porters, animal handlers, teamsters, farmers, guards, etc) can make a DC15 check to earn their check modifier in gp per month. So a 1st level farmhand with a +12 can earn 12 gp per month (or 4 sp per day). Reasonable. And a 5th level farmhand with a +18 can earn 18 gp per month (or 6 sp per day).
Medium-Risk professions and crafts (smiths, masons, clerks, scribes, etc) can make a DC 20 check to earn 2x their check modifier in gp per month. So a 1st level scribe with a +12 can earn 24gp per month (or 8 sp per day). A 5th level scribe can earn 36 gp per month (or 1.2 gp per day). Again, this is reasonable.
High-Risk professions and crafts (alchemists, barristers, shipwrights, sages, etc) can make a DC 25 check to earn 4x their check modifier in gp per month. So a 1st level alchemist with +12 in Craft (alchemy) can't earn anything, but a 5th level alchemist with a +18 could earn 72 gp per month (or 2.4 gp per day).
That's the first fix ... comments/questions? I'm looking for input on fixing the economics of the game through small tweaks, not a rant thread, please ...