D&D Political Systems

I'm actually quite tolerant of that, as long as it's based on some actual historical thinking...

Some examples of insititutions that have outlasted individuals:

  • The Roman Catholic Church
  • Feudal Monarchy
  • Imperial Governance
  • Taxes
  • Military organization
  • Public education
  • Agriculture
  • Democracy
  • Captialism
  • Marriage

Shouldn't be hard to pad out this list more.

I don't believe the rules support the statement that a single given high-level D&D character could usurp the D&D equivalent of any of these, no matter how many orcs he could slay, because these get people to obey their commandments in ways that the mere threat of violence would be ineffective in enforcing.
 

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Someone said:
I think that´s the wrong approach because we´re discussing fantasy settings: they are not real.
But for many of us, to suspend disbelief, we need a world that is self-consistent. While this is not a universal taste by any means, I think this requirement is a basic premise of the thread.

As for your scenario, while possible, I would suggest that it is premised on a distribution of class levels that is fairly flat: a very very very few guys at 15th level and the rest of the world at 1st.

In this way, I think, you are basically agreeing with us: in order for despotisms to emerge in D&D, class levels have to be distributed differently than the DMG indicates. There are other difficulties I have with your scenario but they aren't really that important because I think your argument is generally illustrative of the problem we are talking about.
 

fusangite said:
But for many of us, to suspend disbelief, we need a world that is self-consistent.

Sure, I agree with that. See last response.

While this is not a universal taste by any means, I think this requirement is a basic premise of the thread.

I´m afraid I didn´t explain myself clearly, as usual. By saying "your approach is the wrong one" I mean that perhaps, instead of starting from the premises ("There are characters able to decimate an army. How would politics evolve?") we should instead try a different one, mainly "In may game I want large kingdoms ruled by relatively low level kings. How´s that possible?"

As for your scenario, while possible, I would suggest that it is premised on a distribution of class levels that is fairly flat: a very very very few guys at 15th level and the rest of the world at 1st.

Not necesarily. The premises are: characters don´t have their levels written on the face, so attacking another ruler is always risky*, and a sufficiently large number of characters are willing to fight in a king-of-the-throne game.

*There´s a large potential employment for bards telling how badass the king is!

In this way, I think, you are basically agreeing with us: in order for despotisms to emerge in D&D, class levels have to be distributed differently than the DMG indicates.

I fail to see how. In King Puppet´s kigdom more characters of various levels can live, with a simple condition: they don´t want the throne, are afraid of fighting for it, or think another throne would be easier to conquer.

There are other difficulties I have with your scenario but they aren't really that important because I think your argument is generally illustrative of the problem we are talking about.

There are various problems we´re talking about, so I´m not sure, but probably yes. In any case, though, the example isn´t intended as a foolproof, ironclad explanation of how large empires must necessarily and logically emerge from DMG´s demographics. Instead, is a tongue in cheek explanation of how we can join a desired result (large kingdoms) with the premises (DMG demographics), with enough verosimilitude to not break a player´s suspension of disbelief (and that´s what we´re looking for, isn´t it?), so it´s natural it has problems. But, if you´re at the table and your DM explains the history of the Pupper Dinasty to you, would you gladly swallow it with little effort, or would you start saying "Sorry lad, wait a moment. That thing it´s actually impossible because..."

On another topic, (and believe me I don´t want to be insulting) the part about extrapolating the simplified PHB´s economics intended for equipping characters to setting economies made me laugh out loud. I wonder if horses are 10 feet wide in your games.
 

Someone said:
On another topic, (and believe me I don´t want to be insulting) the part about extrapolating the simplified PHB´s economics intended for equipping characters to setting economies made me laugh out loud. I wonder if horses are 10 feet wide in your games.
I'll deal with the rest of your post later. But my observations, if you read what I am saying, are not based on the PHB equipment lists. They are based on the fixed ration in value between CP, SP, GP and PP and, much more importantly, on spell material components and the mechanics for creating masterwork and magical items.

If you don't believe me, try having inflation in your game and watch what happens to the relative power of item creation feats and spells with expensive material components.
 

fusangite said:
I'll deal with the rest of your post later. But my observations, if you read what I am saying, are not based on the PHB equipment lists. They are based on the fixed ration in value between CP, SP, GP and PP and, much more importantly, on spell material components and the mechanics for creating masterwork and magical items.

If you don't believe me, try having inflation in your game and watch what happens to the relative power of item creation feats and spells with expensive material components.

So what? I´m afraid I do not understand your argument. It´s evident that you´ll make a mess out of crafting times, item creation and all, but it´s hadly an excuse for not having variation of prices within the game world unless the characters in it metagame -or you seriously suggest that, because wood is now more expensive, a carpenter now spends more time crafting the same table-
 

The original question is a lot more about the ramifications of vastly different levels of personal power on the politics of a world. The artifacts of the economics laid out in the PHB are there more for simplicity's sake than laying out a decisive worldview, so I'd consider them very secondary for the purposes of the (silly, but fun) discussion... I mean, laying out any kind of realistic economics in a game is way beyond my DM powers I'm happy to admit, probably everyone else's, and probably most professional economists!

There's also the point that in order to make it to 2nd level, a first-level fighter needs a structure to support him. He needs to get a hold of weapons and armor, meaning he either needs to set up a mining structure, or take advantage of an already-existing one, or he won't survive the challenges to make it to 2nd level.
..but this isn't true! All he needs to do is survive a certain fairly low number of encounters, and if he's canny he can tilt them in his favor. And in 3E you don't have to pay for training. Sure, things would tilt to some kind of social structure, but it's perfectly possible for a lone savage to work his way up to 4th level or so if he plays his cards right.
 

Someone said:
So what? I´m afraid I do not understand your argument. It´s evident that you´ll make a mess out of crafting times, item creation and all, but it´s hadly an excuse for not having variation of prices within the game world unless the characters in it metagame -or you seriously suggest that, because wood is now more expensive, a carpenter now spends more time crafting the same table-
So, instead of Aristotelian economic theory being true, you find it more realistic and normal for the time it takes to physically make stuff to fluctuate based on inflation? Given a choice between (a) Aristotle's economic theory being true and (b) the physical difficulty and time required for work producing an identical product to fluctuate based on inflation, most people would choose to interpret D&D rules as supporting Aristotle, especially given that they agree with him on chemistry and physics (ie. four elements and non-geometric falling damage).
 

All he needs to do is survive a certain fairly low number of encounters, and if he's canny he can tilt them in his favor. And in 3E you don't have to pay for training. Sure, things would tilt to some kind of social structure, but it's perfectly possible for a lone savage to work his way up to 4th level or so if he plays his cards right.

In order to survive those encounters, he will need the structure to get him appropriate equipment (mining, woodworking, armorsmithing, masterwork or enhancement bonuses), as well as the structure to provide him quick, efficient healing (potions, or at least safe harbor provided by other characters).

Throw a lone 1st level fighter without any equipment against 13 CR 1 encounters, and it's only a matter of time before he gets worn down unless he's VERY lucky.
 

fusangite said:
So, instead of Aristotelian economic theory being true, you find it more realistic and normal for the time it takes to physically make stuff to fluctuate based on inflation?

No. By "making a mess out of craft time creation" etc I mean calculating it becomes more difficult, not that it fluctuates, as I actually say in my post. You were, IMO, the one suggesting that given how XP and time is tied to gold coins, you can´t change gold coin value without kicking In Game Cosmic Order in the balls. Imagine what would happen if the party´s wizard convinces the king to make gold coins ten times heavier! He would make items for 1/10th of the XP cost!

Given a choice between (a) Aristotle's economic theory being true and (b) the physical difficulty and time required for work producing an identical product to fluctuate based on inflation, most people would choose to interpret D&D rules as supporting Aristotle, especially given that they agree with him on chemistry and physics (ie. four elements and non-geometric falling damage).

There are other approaches, one of them is Imp´s one: supposing that inflation and such things exist but you don´t care about them and instead dedicate your valuable free time to more constructive things, like making your player character´s lives miserable. Inflation may appear, perhaps, in DMG VII, but I don´t see a core rulebook including rules for that.

Also, "X it´s dificult to calculate" doesn´t make Y true by default, as we agree. At least you changed your position from this:

fusangite said:
D&D economics are essentially Aristotelian in character in that value is objective (in that it inheres in physical objects themselves) as opposed to subjective or transactional. Goods are of a fixed value irrespective of supply or demand

Now, it´s just a matter of DM´s work, not that if you play D&D your worlds must have Aristotelian economics.

I´d like to recap about this:

most people would choose to interpret D&D rules as supporting Aristotle, especially given that they agree with him on chemistry and physics (ie. four elements and non-geometric falling damage)"

D&D rules support a whole lot of crazy things. For example, there´s no way to break a bone or lose a limb in a fight. Horses have a 10 ft x 10 ft face. You can break a 20 ft thick stone wall with a wooden, nonmagical quarterstaff f you´re strong enough, and the quarterstaff won´t suffer damage.

There are other things. People can turn invisible and throw fireballs. Dragons the size of a tower can fly. There are people as strong as a giant.

Actually, they support even more things: people can walk and speak, things normally fall downwards.

Now, we can make a ludicrousness scale, starting with Real Life physics and finishing with Fat Horse realities. The trick is where to draw the line on that scale and decide where the game designers intended to make all D&D world as it is, and where they just make the ruling that way because it was just easier or more balanced. They supposed horses and riders would turn around a lot, hence the square facing. Recording weapon damage when striking hard surfaces would be boring and take game time, therefore they didn´t include it. It´s more fun if your character remains whole for the entire campaing, therefore we´ll jus toetip around that and left critical hit charts for other game systems.

And, IMO, falling damage is linear because... well, imagine what if not. What do you want, a formula with G, player character sphericity and air viscosity? And not all settigns adscribe to the 4 elements cosmology (which are a matter of flavor more than rules) and also we already have a plethora of different elementals in official monster books so big that those greek philosophers must be rolling in their graves.
 

Someone said:
No. By "making a mess out of craft time creation" etc I mean calculating it becomes more difficult, not that it fluctuates, as I actually say in my post. You were, IMO, the one suggesting that given how XP and time is tied to gold coins,
They are. That's what the rules say.
you can´t change gold coin value without kicking In Game Cosmic Order in the balls. Imagine what would happen if the party´s wizard convinces the king to make gold coins ten times heavier! He would make items for 1/10th of the XP cost!
Indeed. So the logical thing to believe is that D&D worlds have the physics medieval people believed the world to have. In pre-Franciscan economic theory, a fixed amount of gold always had the same objective value. This is clearly the way to read D&D rules if you don't want the above to happen. If one used Aristotelian physics, if each GP contained ten times as much gold, it would be worth 10gp because value is objective.

See: if you make value subjective, all the calculations go haywire, as you yourself point out. If value is objective, everything works smoothly.

All you are doing by illustrating that the calculations no longer conform to the RAW the moment you introduce inflation is agreeing with me.
There are other approaches, one of them is Imp´s one: supposing that inflation and such things exist but you don´t care about them and instead dedicate your valuable free time to more constructive things, like making your player character´s lives miserable.
Yes. But a few posts ago, you were arguing that you valued self-consistency in D&D worlds. Now you are taking the opposite position, which is fine. But, as I said above, this thread is premised on D&D being self-consistent, on the idea that rules of the game are the physics of the universe.
Also, "X it´s dificult to calculate" doesn´t make Y true by default, as we agree. At least you changed your position from this:
These difficult calculations to which you refer would entail changing all the listed values for magic items in the DMG and all the listed values for spell material components in the PHB and revising the process for making masterwork items. In other words, it would involve changing the rules.

This thread is about what the world would look like if you didn't rewrite any of the rules to accommodate a particular objective.
Now, it´s just a matter of DM´s work, not that if you play D&D your worlds must have Aristotelian economics.
Indeed. As you say above, handwaving inconsistencies and rewriting the rules are both options available to the DM. The reason these options are off the radar screen for the purposes of this discussion is the discussion's premise.
D&D rules support a whole lot of crazy things. For example, there´s no way to break a bone or lose a limb in a fight.
Indeed. This suggests that the physics of D&D are the same as those of the Diehard movies or other popular action movies in which broken limbs never happen, in which heroes can get bloody and chewed-up but are always either (a) totally ready to fight, (b) unconscious or (c) dead. Broken limbs are never mentioned in my games for precisely this reason. It damages the self-consistency of the world if things can happen to NPCs that cannot physically happen to the characters. Does that mean I ever declare broken limbs don't happen? Of course not. They just never happen and never get mentioned.
Horses have a 10 ft x 10 ft face.
The 10' x 10' face does not equal a 10' x' 10' area.
There are other things. People can turn invisible and throw fireballs. Dragons the size of a tower can fly. There are people as strong as a giant.
Indeed. So, once again, the logical inference to draw is that Aristotelian physics are true. Aristotelian physics can explain these things whereas Newtonian physics cannot. The reasonable inference to draw is that Aristotelian physics are true and Newtonian physics, false.

All you are doing by making these arguments is reinforcing my basic point. The physics of our world cannot possibly be true in a self-consistent D&D world. The premise of this thread is: "How would D&D politics be different, given that the laws of cause and effect are different in D&D worlds?" If you don't think this is a legitimate or constructive question to ask, we will continue talking at cross purposes.
Actually, they support even more things: people can walk and speak, things normally fall downwards.
Every model of physics supports these things. The fact that these things are true is not indicative of anything.
Now, we can make a ludicrousness scale, starting with Real Life physics and finishing with Fat Horse realities. The trick is where to draw the line on that scale and decide where the game designers intended to make all D&D world as it is, and where they just make the ruling that way because it was just easier or more balanced.
I'm not interested in the motives of the designers. I don't really care whether D&D developed the set of physical laws it has intentionally or unintentionally. My interest is in D&D worlds being self-consistent and thinking through the implications of this. You appear not to be interested in doing these things. Unfortunately, that's what this thread is about.
And, IMO, falling damage is linear because... well, imagine what if not. What do you want, a formula with G, player character sphericity and air viscosity?
Again, who cares why it is this way?The fact that it is this way just makes it easier for me to import Aristotle whole-cloth rather than trying to cobble together a physical theory that explains the natural world in D&D by myself.
And not all settigns adscribe to the 4 elements cosmology (which are a matter of flavor more than rules)
Setting books can change all kinds of things. My point is that the elementals statted in the RAW and the default settings and premises of the RAW are based on the 4-element theory.

Your argument seems to be "It is possible to modify D&D so that the physics are not Aristotelian." You will get no argument from me there.
 

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