D&D price lists

Steverooo said:
In order to barter, one must first have something of value to barter. In order to farm chickens, one must first purchase some chickens or chicks, and then feed them. In order to cut firewood, one must first have an axe. Whether farmers barter, or go gather sticks to sell on the highway and then go spend the money thus earned, the effect is still the same. He cannot cut wood without the axe. The axe costs 5 GP.

Actually the axe cost nothing but the farmers effort in his field. You may attempt to put a valuation upon that, but lets look the base assumption in the eye.

He earns 1 SP/day (which, according to the PHB would buy low quality food for one person for one day).
He doesn't earn anything. He has income approximating that amount. And even then that income is not on a weekly basis. Its seasonal.

From this, he must feed himself, his wife, his family, his chickens, his mule (unless he can pull the plough, himself), any other farm animals, pay for the plough and any other tools, and save 50 day's worth of wages (whether in grain, egg money, etc.), so that he can save up to buy the axe...

Most farmers didn't have mules. Mules don't pull ploughs. His equivilent of 1sp a day comes in the form of (almost exclusivley) food.

Okay, let's assume the wife helps, and they have four boys and two girls. Mom and the girls grow a garden, which produces no monetary increase, but does provide food and cooking herbs, in season.

So now your saying that someone paid the farmer a SP for his work? heh..

Mom and girls are doing a lot more than growing a garden. They're working in the field right along with "pa" when needed and they're doing the other necessasaries as well.

Let's say that all three, together, with all household tasks, add 1 SP/day (average) to the family... During the spring they add little, but during summer and autumn, the garden provides some food. During the winter, then card and spin wool into thread (assuming they have an expensive spinning wheel, which the farmer may or may not be able to make). Maybe the wife can make girdles, which she sells to a shopkeep, who sells them in his store.

Meanwhile, the four sons add an average of 2 SP/day, working with dad on the farm. Thus, the total family income is 4 SP/day. Assuming that the children eat 1/2 as much as the adults, they need 5 SP/day to stay afloat, and more than that to save for the axe to chop firewood...

Um.. a lb. of flour costs 2cp. Even if someone's paying silver to these people for field work, they can easily afford 10lbs of flour a day. (2SP worth) Also since he's a peasant, he probably eats more porriage (bread was good food for a peasant) because it has the highest effort to return ratio.

That common meal your talking about? Well see, that's at an inn. Its kinda like when you buy a loaf of bread for a buck, when it would be more effective to buy the flour and do it yourself..

So, two kids die, because 1 SP is lacking. Their work is now gone, and the family's output drops by about 1 SP/day, so two more die... This cycle continues until the farmer's wife dies, at which point the farmer can sustain himself on 1 SP/day, as long as he buys nothing, ever.

Actually the family's doing quite fine.

Of course, sooner or later, his tools will wear out. He is bartering for a subsistence-level living, and cannot replace anything without doing without food.

That's when he's glad he has an arrangement with the blacksmith who repairs is equipment for a set amount of grain on ayearly basis.

If this were the way things really worked, then peasants should be a dying breed, and getting people to "work for food", and go down into the dungeon with you should be easy! They're doomed, anyway!

What I wonder about is, how did Grandpa get the money to start being a farmer, anyway? Did he, by long trial and error, make his own spinning wheel and plough?

Yeah, its hard to understand.

Even today, with lathes and other machines, a simple spinning wheel costs over $300. What a plough costs, I couldn't say, but it would've been more, back then, made by hand. And those chickens! And that axe to cut wood with! And horseshoes for the mule! And FORGET EVER being so rich as to have saved enough goods to have bartered for a wagon!

So how do farmers do it, in 3e? :eek:

Oh, yeah,... It's magic! :rolleyes: [/B]

The way the've always done it: barely.

joe b.
 
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I don't think i've made my point very well. Representative list based upon what? History? What time period and what region?

Making a list that is representative of one of these place/times by default makes a list that less representative of other places. If you made a new pricing list based upon Italian 14th century prices, you've really messed up anyone playing in a different place/time. Perhaps more than the current list, perhaps not.

Internal consistancy as mentioned by Agback is a more serious issue. However even that concept of consistancy comes from a hsitorical place or time. Like I mentioned earlier, if you're playing an Aztec based DnD game, the lists are totally useless.


See the latter part of this message, following your enumerated list of problems with changing the price list.


To continue your role playing idea... that bard is part of a society, even though he may not be part of one particular locals's society. He'll more than likely use some of his wealth in demonstration so that other people will give him the time of day. He'll know that when you look like you have some amount of wealth, you get more respect (even as a stranger) than you do if you don't have any wealth.


If the bard has any sense, he'll do the peacock display when it's appropriate or advantageous to do so, and not at other times. Getting respect is fine, but when the primary effect of that respect is going to be that the bard loses a lot of extra money, then he'll probably learn to live with five minutes worth of disdain in order to conduct one transaction while passing through town. After all, what does he care for the opinion of this cultural Philistine, who wouldn't be able to properly appreciate the subtleties of the bard's artistic performance anyway? If I'm only passing through town with a brief stop for supplies, I want the shopkeeper's grain, and as much of my own money as I can retain, more than I want his respect.



You'd carry a lot more of your money with you if you couldn't access a bank in every town or if you had no creditcards. Generally PCs are wandering heroes for a great part of their carreer, and a significant portion of their wealth is on their person if for no other reason than one: it's safer there.


I was actually speaking of my PC at the time; he doesn't routinely carry all his money with him because it would be silly to do so.



more than likely, you'd turn that 10k into something useful (magic) rather than leave it sitting around. PCs may have stashes of cash as you describe at various points in their carreer, but those are usually converted into something that helps them survive.


Liquid assets are more versatile than magic items, so I always try to keep as much cash as possible, though I've certainly turned some of my gold into magic items. But even if I'd turned all of it into magic, I don't take all my magic items with me wherever I go. In some of the well-patrolled cities our group visits, it's not lawful to carry most weapons around. Quarterstaves and maybe a dagger, you'll be fine. +1 keen longswords and +2 flaming warhammers, not so much. So the magic weapons are generally not with us in town. Ditto the fancy armor. There may be magic items appropriate for at-home or in-town use that I wouldn't bother taking on a short wilderness trip.



The innkeeper assesses people's personality for a living. Also, unless your bard is deliberatly attempting to obscure his wealth by staying in the worst places possible. He's probably already staying in an 5sp-2gp a day inn. Even when he's just passing through, where he's staying is an indicator of wealth. Smart shopkeepers find out that information quickly. Smart shoppers find ways of not telling.


There you go. Smart shoppers -- in fact, shoppers with any common sense at all, once they've realized how the pricing system works -- will routinely find ways to avoid making themselves look like rich marks. They don't wear their best clothes for travel, they don't carry huge coin purses openly into every merchant shop they visit, and they don't deck themselves with magic items from head to toe before trotting off to the local farmers market to buy bread and cheese.

The innkeeper assesses people for a living, but for what you've been describing, he's making his assessment based on a quick first impression and probably very little time to gather information. The bard, perhaps simply by virtue of being an adventurer and therefore on the move all the time, is a savvy traveller who has had scores of innkeepers, merchants and so forth try to bilk him out of extra money for routine things. He knows how to avoid being taken for too much money. He'll pay more than the locals, but not a great deal more.

Experience has taught him that haggling will only go so far; best to do whatever can be done to lower the merchant's initial estimate of the bard's wealth, then haggle down from that lower starting point. After all, maybe he really is rich, but how long would he stay that way if he agreed to pay whatever these greedy merchants asked?

As with the innkeeper who assesses people's personalities for a living, this isn't a special skill that an individual character must train himself to use (though such complementary skills as Bluff, Disguise or Perform(Acting) could certainly help), it's something he'll automatically acquire as part of the traveller's lifestyle.



Yes rude works both ways, but the PC is the one who wants something. The shopkeeper is doing fine without the PC.


Maybe, maybe not, but the PC is apparently worth ten local sales -- more, if the shopkeeper is only losing one item and getting the usual price for ten of that item. They both want something, or there'd be no basis for trade.



Without the PCs, its really hard to have a DnD game. They are the focus of the game world. They are the reason why everyonce can play the game. The DM is just as important, because he's equally important in the creation of the game.


Ever try having a game without NPCs? I imagine it would be a very short game. Oh, you can get through a session or two with nothing but monsters, but ultimately there will have to be other people to interact with. NPCs are indispensible -- we are hired by them to clear their land of monsters, we hire them to carry our equipment and maintain our keeps, we are robbed by them, we fight them, we learn from them and on occasion we marry them.

The DM participates in the game through NPCs, to a greater extent than he does in other ways. Drawing maps, writing background history and planning an adventure is a lot of work, and vital to the game, but none of that is interactive. Once the game gets going, the NPCs are what allow the DM to really join in.


Agree 100%. Now on to your idea of changing the price list.
Problems i see with that are:

1. You need to decide upon the technology level and relative place/time comparison upon which to base your new costs.
2. You'll have to proportionally change PC starting gold.
3. You'll have to change spell componants costs proportionally to maintain balance of cost/effect.
4. You'll have to make new levels of expected PC/NPC wealth.
5. You'll need to change item creation rules to reflect this new economic balance.
6. You'll need to change the expected treasure per encounter to match the new basis.
7. Unless you did something simple (like changing GP into SP, which is perhaps the easiest thing) you'll need to playtest to make sure that things have the balance people are expecting out of 3e.


1. Correct.

2. I may have to , but only if I agree that the current starting amount is correct in proprotion to the price list. For now, let's agree that I'd have to re-examine the starting gold amounts.

3 & 5. I think magic should be fairly expensive, so I'd take a look at this, but there's a good chance I would leave this as is.

4 & 6. Reducing the cost of ordinary mundane items and not making these two adjustments would certainly give the PCs more buying power, but I don't see this as a problem unless it gives them so much extra buying power that they can now afford to purchase significantly more magic items than they could before; that's easily prevented by not making magic any cheaper than it is right now, and by having the DM regulate the availability of such things.

7. Sure. Everything I said above about 2 thru 6 is subject to testing. Hey, if I thought this would be an easy, one step process, I would have simply announced that I had singlehandedly fixed the D&D pricing problem and posted my masterful solution at the beginning of this thread. I don't have a complete solution. I'm still analyzing the problem. Frankly, I don't ever expect to see a complete solution, but I am hoping that some changes can be made to reduce the problem. Make sure the discrepancies are smaller, or come up less frequently, that sort of thing.


Even if you simply try to balance out the numbers (As Agback noted about internal consistancy), you're simply going to make a set of base assumptions that suits you more, but is still based upon a particular set of place/time assumptions.


That's true, but it may be possible, for example, to choose one set of base assumptions, and the numbers implied by those assumptions, as the price list for an imagined "default" setting (some specific region of Greyhawk, most likely, if this sort of thing ever appeared in a WotC book) and then provide a simple mechanic and some explanatory text to describe how to modify the price list for different regions.

DC system or not, in order for this to work you'd have to provide the price list for, say, 14th Century Italy and show DMs how the list could be quickly tweaked in order to convert the figures to something appropriate for...I don't know, 16th Century Japan or 12th Century England.

In order to keep things as simple as possible, this would probably involve the use of a small number of "key" goods and services, whose index values the DM would work out according to the instructions given, and then the other values on the list would fall into place based on the indexed keys, sort of a tricke down economics effect.

Which goods and services are "key?" Dunno, and that might have to vary somewhat as you change from one region/time period to another, but ideally most of the key items would appear on the lists for most regions/time periods (that is what would make them "key" items, after all.)

Would this be a universal system, accurately adaptable to any region or historical period? That's be nice, but within the limits of the simplicity required for gaming, it's probably impossible. If it works for several of the more common settings, that would be enough. Not that many D&D games are set in Mesopotamia or the Aztec lands.

Okay, the last few paragraphs above are all so vague they don't even deserve the term "vaporware". I don't claim to be describing a system here, just brainstorming for possible features to be included in a system that may exist at some point.

Are you going to be around at Gen Con? I'd love to speak with you for a while, it would be cool.

Sigh. I've been playing this game off and on for 25+ years, and I have never made it to Gen Con. This isn't going to be the year where that changes, either.
 
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jgbrowning said:
Making a list that is representative of one of these place/times by default makes a list that less representative of other places. If you made a new pricing list based upon Italian 14th century prices, you've really messed up anyone playing in a different place/time. Perhaps more than the current list, perhaps not.

I've looked into this a little. And there are definite discrepancies between different places and times. For example, pigs cost 2.5 times as much at London as in the depths of Gloucestershire. The largest divergence in relative prices I have come across is that the cost of iron weapons and armour as a ratio of the price of livestock (particularly warhorses) varies by a factor of four from twelfth-century Spain to Fifteenth-century Milan. Basically, horses doubled in price, and weapons and armour halved in price, as the high and late Mediaeval periods progressed. Not to mention that the value of silver fell by about a factor of three.

So the best you could do setting up a 'typical Mediaeval price list' would to be pick some sort of middle point and accept that there would be variations of about 40% either way depending on location and period (disregarding price inflation).

That is dwarfed by the discrepancies in the PHB tables. The relative price of mail and plate armour is off by a factor of fifteen.

Regards,


Agback
 

jgbrowning said:
No they didn't. Most peasants were forbidden by their lord to own weapons.

Twaddle!

Peasants were forbidden explicit weapons only at a few place and times. In most of the mediaeval period everywhere, and in most places throughout the mediaeval period (for example in England), peasants were compelled by law to own and maintain weapons, so that they could be called up for the army (in England, the fyrd and its successors). In some places and in some periods (at least as often as peasants were forbidden weapons), peasants were even compelled to train regularly with their weapons (eg. practice with their longbows after Church on Sunday), and sometimes to present themselves regularly (eg. at an annual wapentake with their weapons ready for inspection, formed up into units.

Regards,


Agback
 
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Agback said:
I've looked into this a little. And there are definite discrepancies between different places and times. For example, pigs cost 2.5 times as much at London as in the depths of Gloucestershire. The largest divergence in relative prices I have come across is that the cost of iron weapons and armour as a ratio of the price of livestock (particularly warhorses) varies by a factor of four from twelfth-century Spain to Fifteenth-century Milan. Basically, horses doubled in price, and weapons and armour halved in price, as the high and late Mediaeval periods progressed. Not to mention that the value of silver fell by about a factor of three.

The internal inconsistances are the ones that concern me the most as well.

Some of the most volitile pricing in the middle ages were with fuel (wood) and good. Manufactured goods were a bit more stable, but still pretty significant. In the period between 1201 and 1381 the price of grain ranged from 20 grams of pure silver for 100kg to 80 grams. The disparity between the countires (only threee in this case, England, France, Italy) was as great as Italy at 65, while France was at 25. The graph is mountainous. :)

Relative prices of common commodities in England based upon the 1261-1270 period having a 100 value.
Firewood at 1320=277
Charcoal at 1320=193
Cattle at 1320=177
Wheat at 1230=166
Nails at 1320=91 (less expensive)

From NJG Pounds, "An Economic history of medieval Europe"
Oxen in England from 1208-1318 varied by 6-16.
Cheese in Englad from 1208-1318 varied by 6-12.
Wheat in Enland from 1208-1318 varied by 5-20.
Wheat in Ghent from 1380-1440 varied by a factor of 6.

One of the things to think about is how the price of firewood and charcoal would effect blacksmithing. I don't have enough sources to make a historiaclly accurate prediction, but when expenses for materials increases by a factor of 2-3 prices will reflect such changes, although far from proportionally.

So the best you could do setting up a 'typical Mediaeval price list' would to be pick some sort of middle point and accept that there would be variations of about 40% either way depending on location and period (disregarding price inflation).

I think price inflation shouldn't be disregarded as price inflation is not a constant for each item. IE. inflation may be only .5% for manufactured goods, but 1.5% for food goods.

What this will do is make the point in time where you chose "typical Medieval price list" far from typical. If you choose to base your price variations based upon 1066 prices or based upon 1425 prices, you'll have a huge variance upon how things are related. Also, as demonstrated above, where you get your pricing informaton from can make a lot of difference.

That is dwarfed by the discrepancies in the PHB tables. The relative price of mail and plate armour is off by a factor of fifteen.

Yep, factor of fifteen seems silly. Could you lead me to some resources for pricing of weaponry/armor for the medieval period so I can do some comparisons? I've got more books than i wan't to look at right now (I know, I'm lazy).

I'm wondering if perhaps when making the lists, the prices used for research were from drastically different periods. Probably, mail was proportionally more expensive early on its usage.... hrm.. interesting thought.

joe b.
 
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Agback said:
Twaddle!

Peasants were forbidden explicit weapons only at a few place and times. In most of the mediaeval period everywhere, and in most places throughout the mediaeval period (for example in England), peasants were compelled by law to own and maintain weapons, so that they could be called up for the army (in England, the fyrd and its successors).

In some places and in some periods (at least as often as peasants were forbidden weapons), peasants were even compelled to train regularly with their weapons (eg. practice with their longbows after Church on Sunday), and sometimes to present themselves regularly (eg. at an annual wapentake with their weapons ready for inspection, formed up into units.

Regards,


Agback

From what I've learned, peasant owning weapons were rare. The fyrd that you mention is early on in the medieval period as is the wapentake or the hundred. There wasn't a traditional peasant muster like them once the feudal system became heavily entrenched. When discussing DnD I tend to use a later medieval time period, that could be a point of error on my part.

I could be wrong, and If I am, point me to some resources that indicate, in general, that peasants were allowed to (or even expected to) own military-grade weaponry (weapons that weren't used for agricultural/utiliy purposes) for any time period other than the dark ages/early middle ages.

Perhaps my use of the word forbidden needs clairifications. I don't only mean explicitly "governmentally" forbidden (although that happend at various times), I also mean socially forbidden. A peasant doesn't have the social right to weaponry that a feaudal landowner has. Even if he can afford it (highly unlikely) he's not going to be allowed to run around in chain mail with a sword. That's above his station. And its dangerous.

joe b.
 

Damon Griffin said:
1. Correct.

2. I may have to , but only if I agree that the current starting amount is correct in proprotion to the price list. For now, let's agree that I'd have to re-examine the starting gold amounts.

3 & 5. I think magic should be fairly expensive, so I'd take a look at this, but there's a good chance I would leave this as is.

4 & 6. Reducing the cost of ordinary mundane items and not making these two adjustments would certainly give the PCs more buying power, but I don't see this as a problem unless it gives them so much extra buying power that they can now afford to purchase significantly more magic items than they could before; that's easily prevented by not making magic any cheaper than it is right now, and by having the DM regulate the availability of such things.

7. Sure. Everything I said above about 2 thru 6 is subject to testing. Hey, if I thought this would be an easy, one step process, I would have simply announced that I had singlehandedly fixed the D&D pricing problem and posted my masterful solution at the beginning of this thread. I don't have a complete solution. I'm still analyzing the problem. Frankly, I don't ever expect to see a complete solution, but I am hoping that some changes can be made to reduce the problem. Make sure the discrepancies are smaller, or come up less frequently, that sort of thing.

It sounds like your also interested in changing the balance of power of the game to more suit your gaming style as well as trying to come up with a bit more realistic prices. I don't know if one can change the monetary system without changing the balance of the game. Although my favorite suggestion is the SP instead of GP idea. Simple and decently proportional.

DC system or not, in order for this to work you'd have to provide the price list for, say, 14th Century Italy and show DMs how the list could be quickly tweaked in order to convert the figures to something appropriate for...I don't know, 16th Century Japan or 12th Century England.

Maybe, maybe not. Just using the base numbers now and allowing the DM to DC modify them can work even with just the base numbers. Its not perfect, but its flexible.

Sigh. I've been playing this game off and on for 25+ years, and I have never made it to Gen Con. This isn't going to be the year where that changes, either.

I wish you could make it. Talking via post is difficult and slow, prone to miscommunication.

joe b.
 
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jgbrowning said:
1. You need to decide upon the technology level and relative place/time comparison upon which to base your new costs.
2. You'll have to proportionally change PC starting gold.
3. You'll have to change spell componants costs proportionally to maintain balance of cost/effect.
4. You'll have to make new levels of expected PC/NPC wealth.
5. You'll need to change item creation rules to reflect this new economic balance.
6. You'll need to change the expected treasure per encounter to match the new basis.
7. Unless you did something simple (like changing GP into SP, which is perhaps the easiest thing) you'll need to playtest to make sure that things have the balance people are expecting out of 3e.
Note that 2-6 only really come into play when you cause an overal inflation or deflation for the PCs. So let's make sure that whatever rebalancing we do in the price lists has a minimal impact on the overall PC wealth!

I.e. let's stop worrying about absolute prices - changing *everything* from GP to SP doesn't matter one bit to that peasant who still can't afford that 10-times cheaper pint of ale from his 10-times lower salary.

Joe, your examples of varying historical prices are interesting, but they primarily show the effect of inflation, or rather devaluation of the currency. They don't really show how much of these goods the average person could afford, or how the relative price differences between goods changed. Agback's assertion that relative price differences (within a specific predetermined time frame and culture) don't vary much more than 40% means that we *can* come up with a price list that is better balanced.

The existing list is FAR from perfect. We don't need to have a perfect economic system to play D&D - it's only a game after all. But it should be feasible to come up with a list that is much better balanced that the current one without too much effort, and without overly disturbing the balance and playability of the game.
 

Steverooo said:

Note that the largest sword you can find reference to (outside of Goliath's in The Bible) is 9#... That's still a long way from the 15# listed for the 3e Greatsword. And look what the Germans called it... a "three-handed" sword. The Housecarls who bore them stood at over seven feet tall, too.

Two points:

1. I, too, remember earlier editions using the explanation that the weights of equipment represented both weight and bulk. In fact, the old D&D boxed sets used a unit called "coins" to represent this. A sword might be as encumbering as 150 coins or something like that.

2. By the time of the Zweihander, it wasn't Housecarls anymore. It was the landsknechts!
 

Re: Re: Yes, it's whack!

Damon Griffin said:
Personally I've always been a little bothered by the notion that all wood is assumed to have the same weight, density, hardness and so forth; and the same is true for stone. While I do not expect the game to give stats for 20 different kinds of each material, it would not have been unreasonable to expect perhaps three categories of each, covering such widely different woods as balsa, birch and teak; or such stones as pumice, limestone and marble.
*shameless plug*

Maybe you should take a look at the Enchiridion of Treasures and Objects d'art (RPGNow.com) which handles lots of different types of wood, stone, metal, gems, and a few other "throw-ins" with Hardness, modifiers to Craft DC, weight, and hp/inch. :)

It also has a re-work of the Craft system to make things a little more... well... realistic (NOT perfect, but a big change from the conventional D&D system) in terms of both price and speed of creation (do you really think a 1" platinum sphere takes 1000 times as long to create as a 1" copper sphere because it costs 1000 times as much? The core rules do...).

Not a perfect solution to the problems cited here, but does at least try to take a couple of steps along the path.

--The Sigil
 

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