The historical feudal system dispersed military power so that the "king's patrol" was not the first and last line in local defense. Again, it depends on how you want to organize your campaign world, but there are other options that I would think a realm would utilize if it were located in a violent borderland region. QUOTE]
Certainly, settlements in known violent borderland areas are going to be fewer and better defended--FWIW, the large Kingdom I am fleshing out has one particularly dangerous border region, and all the settlements are close by major fortresses. The other border regions are reasonably peaceful, though a few border regions where the odd party of Gnolls or couple of hooligan Hill Giants might happen along.
I think though the point is that Patrols can't be everywhere, and as you can't make your home or apartment 100% safe today, not every settlement is totally secure. For one thing, there's quite a bit of trade throughout this Kingdom, thus there's a certain amount of openess. Many small settlements aren't within an hour's horse-ride to a castle, and not every thorp, hamlet and village is going to be on a raised elevation with ditches surrounding it--most, in fact, if you look back in history, developed organically, oh here's where there's good land for grazing or farming, and a water source nearby. Since there are thousands (or hundreds in smaller ones) of small settlement in most Kingdoms, wouldn't you say most of these would be modestly defended? For the most part, IMC, villagers and the like are worried about wolves stealing their sheep, and the main defense is natural alarm systems, i.e. dogs and geese posted nearby, and maybe rows of hedges.
gizmo writes:
In DnD, the value of gold to silver is 10:1. The value of silver is that a silver piece is worth 1 day of labor from a "common laborer". The value of a pound of grain is 1 cp. If you really wanted to dig into real world prices, I'd look at historical values with the above figures in mind.
Right, well, I was trying to give people a tangible real contemporary world perspective on the value of gold and silver--I think many people tend to think a silver piece would be worth a quarter rather than $10. A tenth of $10 is $1, and I would think that a dollar for a pound of grain (oats or barley) sounds about right. And, btw, historical values I think have little do with certain traditional D&D assumptions--has gold always been worth ten times the value of silver? Clearly not--their values have fluctuated wildly through history. More the point was how much silver and gold is worth today--thus, going back to my original argument that it seems a bit strange that 1st lvl Commoners have 900 gp worth of "NPC Gear Value".
gizmo writes:
I think it's possible that they do have more than 5 gp - depends on your campaign world. A single cow is worth 10 gp. For the sake of game balance though, I'd stick with the "treasure=EL" model, and make all other wealth in the form of bulky, lower-valued items.
I agree with you here--however, I would say that many 1st lvl Commoners would logically be dirt poor--in a large town I have where one of the major industries involves quarrying, there's a large number of porters and ditch diggers about, essentially unskilled laborers, who spend most of their hard earned cash getting drunk every night, thus they never save up very much. I think it is entirely realistic that any settlement is going to have a significant number of people like this.
On the other hand, I can easily see that there could be 1st lvl Commoners who indeed have 900 gp worth of "NPC Gear Value"--I would suggest the average is somewhere in between, probably in the 200-300 gp range. I would further suggest that at least 2/3 of their "Gear" is worth taking...
gizmo writes:
There could be cloisters of warrior monks, groves of druids, citizen militias, veteran yeoman fighters, ranger companies, etc. People in violent areas would arm themselves as much as possible, just like in lawless real world areas.
OK--here's you've set up a conundrum. In most Kingdoms, there's going to be thousands of small settlements. In smaller ones, hundreds. Things like cloisters of warrior monks, ranger companies, etc. need money, just as creating a simple fenced/raised hill fort with ditches surrounded it, just as patrols cost money. Who exactly is going to pay for it? Surely, no King is going to have enough cash to create hundreds of such enclaves of monks, druids, rangers, etc. to protect the thousands of small settlements spread out over hundreds & thousands of square miles? If the peasants in the small settlements are paying them, why wouldn't they arm themselves more robustly first, then maybe build defenses next, before calling in some mercenaries? Especially when most of the Kingdom is fairly peaceful? When most of the raids from the Slaver Kingdoms happen in the Far Eastern Marches which are robustly fortified and guarded?
That's part of the point I started with--most small settlements as described in the DMG are by their nature not that well-defended--also, by nature, they don't have that much money, but on the other hand, to suggest that 91% of the populace is unarmed, and has no defense whatsoever, seems wrong-headed.
gizmo writes:
But why are the peasants dirt poor?
I would say it is a pretty provable historical fact in most lands through history that majority of peasants were (and are) in fact dirt poor. As to why, this is a vastly complex question--but I'll sum it up pithily here. Usually it happens because an area becomes overpopulated, too many mouths to feed provides a strain on resources, often causing disease, famine, and violent strife.
gizmo writes:
I think that peasants have the resources to dig a ditch and build a pallisade around their village unless someone tells them not to.
Sure, many peasants do so, and there are many small settlements that will do this. However, many, many do not. I would suggest that most have no such defense at all, mainly because there's relatively little danger, and the road nearby might be a highway between larger settlements, thus a decent conduit for regional trade, and the hamlet or village or whatever makes a bit of money selling ale to travelers or putting them up at night. Many of these small settlements would be small clearings along a forest road, say, or a collection of farms and ranchers along a stream that feeds into a major river downstream. Nobody in most such settlements has seen an Orc in their lifetime, they are mainly worried about wolves and wildcats and the like. Their few local sheriffs are more worried about mischievous young boys throwing apples at carts passing through the Thorp or drunks fighting at the Tavern at night. All this makes most small settlements inviting targets.