Rel said:
I've been enjoying your analysis immensely, but you lost me here. This "not enough Druids to worry about" seems arbitrary and illogical. It's your analysis and you can make whatever assumptions you want but I think it stands to reason that, with Druids being so darn useful, they could easily become the dominant religion in an agrarian society.
Right. If druids did exist in equal numbers in relation to clerics, they probably would have the advantage economically. However, I have never seen this in any campaign I’ve played in. There have already been very few druids, not a number on the order of that of clerics. Thus, ignore them not because they don’t have any effect, but because we’re not going to include them. Regions that have clerics typically don’t have many druids and regions that have druids don’t have many clerics. Reasons for this can vary, but it seems that clerics do have some sort of advantage over druids that they tend to take over in more advanced cultures. I would guess that this goes to that the druids aren’t willing to simply use their powers to become magical agricultural industry for humanity. They could use their powers to greater effect than the average cleric and become the dominant religion, but they don’t want to because to do so would be against what they stand for. You average human cleric can use his powers all he wants for the benefit of society because his gods want humans to prosper. Druids are interested in nature and the balance and wouldn’t want to use their power to give humans power over nature. They might use their powers to reward a village for services, punish them for transgressions, or otherwise lessen what might be an unusual circumstance, but not because they’re getting paid more.
Similar thoughts go towards barbarians, monks, and sorcerers. Where there be barbarians, I usually don’t see fighters. The flavor text for barbarians even says that they are from special regions. I could see a group of barbarians out and about in the large cities, as they are prone to adventure and if modeled on the Vikings, were very good and far reaching traders. Still, to be equal to wizards throughout the entire kingdom is a little much. I mean really, 25% of all the thorps all have a single barbarian in them? Are there roving bands of barbarians that drop off their children in strange out of the way places? Is there a barbarian school that families save up and send their children to? Were they forced out of their homeland to decide to split up and live alone among hundreds of thorps and villages throughout the entire kingdom? Monks and sorcerers are more a matter of campaign flavor but I still don’t see very much of them in play except for PCs and special, named and described NPCs. I’m going to have to break with strict rules here and will simply ignore them and concentrate on the core classes.
Creation of wealth
Most of the wealth in the kingdom is added. Raw materials are taken and then with work, turned into something more valuable. With most items, the rate is about three times the cost of materials. For the creation of magic items, the value added is two times the cost of raw materials. Even crops are turned from seed into a new harvest by the work of the peasants.
Determining crop results
Crops aren’t a sure thing. A late frost or a rainstorm in the wrong time can mean failure for a crop. To find out how a crop harvest turns out for the year, figure at harvest time the amount of seed crop by the crop multiplier.
(Base+Skill+Weather)/10 = crop multiplier
Base: 20
Skill: 1d20+ranks (always take 10 when dealing with large groups)
Weather result: 3d6
The multiplier is used to figure how much the crop produces out of the crop seed. Figure the number of GP worth of seed used and multiply it by the multiplier to find the crop harvest for the year. Typical usage is 3GP per acre. If using Plant growth to increase the harvest multiply the crop harvest by 1.3. Having a wizard who can cast Control Weather available to cast the occasional spell allows the change of one of the weather dice to a 4 instead of what was rolled.
Flow of wealth
So we have all this wealth being generated. What happens to it all? Most of it gets eaten. A share of the rest ends up broken due to entropy as tools rust, clothing wears out, and things break. Even high dollar magic items like potions and scrolls get used up. If the kingdom is creating more wealth than it is using, then it gets richer and if it doesn’t, it gets poorer. This is where gold and silver comes in. Gold, silver, and copper are just more trade goods and material resources. They differ because they do not rust or degrade. Gold does not corrode much and can be polished without worrying about losing weight. Thus it can be kept for long periods of time without worrying about loss of value. Food spoils and most other raw materials can grow rotten. Gold, and to a lesser degree silver and copper remain incorruptible and are durable enough to store for long periods and not lose value. (Platinum also. Hell, it probably can’t even be melted down except with magic in this age.) Iron, while a useful raw material, is not so stable and one might open a long untouched chest only to discover a leak has turned the family wealth into rust. Thus the majority of the wealth left over, that can be freely circulated through the economy anyway, will be made of precious metals.
How much of it is out there? Historically, countries have dealt in tons of gold for large projects, with one ton of gold being equal to 100,000 GP. A failed invasion of Africa cost the failing Roman empire 65 tons of gold and “left the treasury bankrupt for years”. Attila the Hun received 9 tons from Byzantium in a few years through the bribes they paid him to leave them alone. If our kingdom produces the equivalent of 130 tons of gold a year, how much is probably actually laying around as gold or precious metals at the end of the year, so to speak? Of hand, I’d guess about 10%. Probably less.
One of the main troubles is that the more money that the lords stash away, the harder it becomes to conduct trade. Hoard too much money and the economy slows because it becomes hard to conduct trade. Without coins, trade is reduced back to barter for material goods that degrade or may not be as useful to you as they are others. Yet, if the kingdom releases too much of the money, then they can’t store that wealth to use later. Worse yet, if they release too much, a neighboring country may horde it and thus prevent our kingdom from getting richer. Even a lack of one type of money over another can cause troubles. Not enough copper and the poor can’t trade. Not enough gold and the rich have a harder time trading, as the sheer weight of things will be multiplied by ten. More if you consider volume. Gold at 1/50th of a pound (9 grams) is close to what many historical gold coins were. They were also about the diameter and thickness of an American penny but three times as heavy. Platinum would be slightly smaller as it is denser. Maybe close to a dime bur probably larger than that. A silver or copper piece is going to be closer to the size of an American quarter for that much metal with the silver being pretty close but the copper being a little thicker.
What about magic items? Would it be possible to have some sort of magical currency? You could trade items but most large price items are sort of single purpose and smaller ones tend single purpose and disposable. You could trade in potions of extra healing but they are really only as valuable as the need for healing. They also can break or freeze, or be dropped on the floor. If you could perhaps store magical energy into small objects like coins, or perhaps the XP that is needed for the creation of magic items, then perhaps it might be possible to create a magical raw resource to act as currency. It’s a thought, but that’s as far as I’m going with it for now.
Inflation
For the age-old question of “why don’t adventurers cause inflation when they come into town?” inflation is caused by “too much money chasing too little goods”. This can be caused by a number of circumstances, not all bad. The population can increase faster than the production causing a shortage of goods. Wages can increase giving the people more money to spend. Fewer goods are produced than there is demand for. If you include treasure being spent in an economy, a simple equation could look like this:
((T+E1)/E2)(P2/P1)=C
T – the amount of treasure spent in an economy
E1 – the GP economy of a community for the previous year
E2 – the GP economy for the current year
P2 – this year’s population
P1 – last year’s population
C – the cost multiplier to items from the base price
Sense so far our E’s are derived from our Ps, they equal out as our production grows with out population. Perhaps we’ll come back to that later. All that matters is the amount of wealth spent by the players, which will relate to a percentage increase in price proportional to the percentage of the economy spent. e.g. if they spend an amount of money equal to the economy of the local economy, prices will double. Another effect is that this will decrease next year’s economy( E3 ) proportionally, so that if prices double then production will be halved as people give up their normal jobs to cater to the whim of those spending money.
So a party of adventurers wanders into a Hamlet, decide that it is a good place for a base of operations. They hire people to build them a house while staying in an inn and eating and drinking like lords. The normal economy for such a 400 person hamlet is 26,000 GP. 1% of that is 260 GP. For every 260 GP the party spends in town, prices go up 1% and future production goes down 1%. It would be easiest for the DM to relate this value to the GP limit of a community according to Table 5-2, DMG p.137. Let’s round it off and call it 2.5 times the GP limit. It doesn’t quite follow the above equation for large towns and cities, but it’s not too difficult to explain their ability to absorb such expenditures. Towns and cities are going to have more unemployed people than small, self-sufficient communities. Thus there is a buffer zone of money that can be spent in large areas before inflation sets in.
So, in our example, lets say that the adventurers come into town and decide to build a grand house according to Table 3-27, DMG p.101 for 5000GP in a small hamlet. That’s going to raise prices 20% as people get more money from working and buy more stuff. Next year, production will be down 20% due to people busy working on their house rather than on crops and such. Of course, this will not go well with the local lord. It would most likely be prohibited in a slave or serf society. There will probably be taxes to prevent such things in a free community and thus the lord will make up most of that loss.
Keep in mind that that a drop in production is going to cause inflation itself the next year due to shortage of product. The villagers will have all that money, so things should equal out. Eventually, as the money flows into surrounding communities, everything should return to normal.