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*Dungeons & Dragons
D&D game world economy, wages and modelling the ancent world
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<blockquote data-quote="Ancalagon" data-source="post: 7789519" data-attributes="member: 23"><p>Some comments:</p><p></p><p>Completely figuring out a setting's economy is an enormous amount of work, and rarely worth it. <em>however</em> sometimes you do want some hard numbers, and it's where having an "economic yardstick", a number you assume is <em>correct</em> is very useful. And the wage of a common laborer is a good yardstick. In D&D 5e, that number is 2 silver pieces a day, a number that is roughly plausible, historically speaking.</p><p></p><p>That number comes from the "daily expenses" table. Those numbers... they add up. If you want the "comfortable" lifestyle (at 2 gp/day) well that's 700 gp a year... the aristocratic lifstyle is 3650 gp/year <em>minimum</em>. So an easy way to ding the characters a bit is have spaces of time between adventures where they aren't earning but spending money.</p><p></p><p>The other way is with reasonable reward. If you know the daily wage of a common laborer , you can derive the GDP of the country/town/barony/whatever and thus have a rough idea of what kind of reward they could reasonably give out. (see <a href="https://slugsandsilver.blogspot.com/2018/08/reasonable-rewards.html" target="_blank">Reasonable rewards</a> ). </p><p></p><p>Lastly, having too low rewards can lead to some PC behavior that you may not be fond of. For example, in warhammer the rewards are stingy. If the party is being paid 1 gp/day to watch over a merchant's caravan, that's actually pretty decent money (a mercenary makes 25-50 gp/year in this system). Because of that, often the belonging of fallen foes may be the biggest reward you get from an adventure. Just killed half a dozen brigands? Sweet, strip of their weapons, armor - and what the hell, clothes - pile it on the merchant wagon's and we'll sell it to a fence in the next town! Sweet, there must be like, what, 30 gp's worth of gear here? score!</p><p></p><p>So if you want that grubby gritty feel, fine. But if that's not the tone you are going for, then you will need to give out a bit more money...</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7789519, member: 23"] Some comments: Completely figuring out a setting's economy is an enormous amount of work, and rarely worth it. [I]however[/I] sometimes you do want some hard numbers, and it's where having an "economic yardstick", a number you assume is [I]correct[/I] is very useful. And the wage of a common laborer is a good yardstick. In D&D 5e, that number is 2 silver pieces a day, a number that is roughly plausible, historically speaking. That number comes from the "daily expenses" table. Those numbers... they add up. If you want the "comfortable" lifestyle (at 2 gp/day) well that's 700 gp a year... the aristocratic lifstyle is 3650 gp/year [I]minimum[/I]. So an easy way to ding the characters a bit is have spaces of time between adventures where they aren't earning but spending money. The other way is with reasonable reward. If you know the daily wage of a common laborer , you can derive the GDP of the country/town/barony/whatever and thus have a rough idea of what kind of reward they could reasonably give out. (see [URL="https://slugsandsilver.blogspot.com/2018/08/reasonable-rewards.html"]Reasonable rewards[/URL] ). Lastly, having too low rewards can lead to some PC behavior that you may not be fond of. For example, in warhammer the rewards are stingy. If the party is being paid 1 gp/day to watch over a merchant's caravan, that's actually pretty decent money (a mercenary makes 25-50 gp/year in this system). Because of that, often the belonging of fallen foes may be the biggest reward you get from an adventure. Just killed half a dozen brigands? Sweet, strip of their weapons, armor - and what the hell, clothes - pile it on the merchant wagon's and we'll sell it to a fence in the next town! Sweet, there must be like, what, 30 gp's worth of gear here? score! So if you want that grubby gritty feel, fine. But if that's not the tone you are going for, then you will need to give out a bit more money... [/QUOTE]
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