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<blockquote data-quote="Primitive Screwhead" data-source="post: 3631247" data-attributes="member: 20805"><p>Sounds like I need to order me a copy of A Magical Medieval Society: Western Europe <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Including land and titles into the equation would be a good thing, and something I would like to pursue in a full blown campaign world.</p><p></p><p> For this threads purpose tho, I am more focused on liquidatable cash on hand... walk into the market type economy questions.</p><p></p><p>Looking at the cost of rings, I think a coin cap of 10,000 would keep all the 'major' rings in the barter system.. which makes sense to me. Altho it bumps even a +1 weapon as well. {still keeping in mind the community wealth scale and availability limitations}</p><p></p><p>A 5,000 limit would bump all the 'Medium' rings in the barter system.</p><p></p><p></p><p>So, taking this a step further.. this line is the sand could be affected by the local economy and the political landscape. For instance, in the War of the Burning Sky the group goes to Seaguin and may end up purchasing stuff there. Due to the impending invasion of the Ragesian's the coin cap might be higher as merchants are looking to more soluable trade rather than barter for an item they may end either leaving behind or having to surrender to the invading forces. The old geezer who traded last month for a +2 weapon may well want to get it off his hands and will be willing to risk having a pile of GP for a short period of time.</p><p></p><p>The line is also affected by the setting. In a low-magic item setting you might cap at 5,000 to keep almost all the magic items in the barter system, while in Sharn you might raise it to 25,000 representing the Artificer and Cannith House influence.</p><p></p><p>I think for my current game, the WoBS, I will set the cap at 10,000 which puts all magic weapons in the barter system but keeps a fair number of other items such as rings and wonderous figurines available for coin purchase.</p><p></p><p> I also think the primary barter good available to the group is going to be mini-quests... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3631247, member: 20805"] Sounds like I need to order me a copy of A Magical Medieval Society: Western Europe :) Including land and titles into the equation would be a good thing, and something I would like to pursue in a full blown campaign world. For this threads purpose tho, I am more focused on liquidatable cash on hand... walk into the market type economy questions. Looking at the cost of rings, I think a coin cap of 10,000 would keep all the 'major' rings in the barter system.. which makes sense to me. Altho it bumps even a +1 weapon as well. {still keeping in mind the community wealth scale and availability limitations} A 5,000 limit would bump all the 'Medium' rings in the barter system. So, taking this a step further.. this line is the sand could be affected by the local economy and the political landscape. For instance, in the War of the Burning Sky the group goes to Seaguin and may end up purchasing stuff there. Due to the impending invasion of the Ragesian's the coin cap might be higher as merchants are looking to more soluable trade rather than barter for an item they may end either leaving behind or having to surrender to the invading forces. The old geezer who traded last month for a +2 weapon may well want to get it off his hands and will be willing to risk having a pile of GP for a short period of time. The line is also affected by the setting. In a low-magic item setting you might cap at 5,000 to keep almost all the magic items in the barter system, while in Sharn you might raise it to 25,000 representing the Artificer and Cannith House influence. I think for my current game, the WoBS, I will set the cap at 10,000 which puts all magic weapons in the barter system but keeps a fair number of other items such as rings and wonderous figurines available for coin purchase. I also think the primary barter good available to the group is going to be mini-quests... :) [/QUOTE]
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