I posted this to another thread that alsih2o put up a while ago but I think it bears repeating here: D&D does not make sense if you use economics. Indeed, the rules are pretty clear that value, in D&D, is largely impervious to supply and demand.
I offer the following evidence in support of this:
Fixed Magic Item Costs
As is clearly stated in the PHB item creation feat descriptions, the DMG sections on magic item creation and the DMG magic item descriptions, magic items have fixed GP values that exist in a fixed relationship to the XP costs for making the items. It seems clear to me from this text that item GP costs are absolutely fixed. It seems improbable to me that the laws of supply and demand would apply to low-cost commodities like staple foods, tools and the like if they do not apply to essentially luxury items whose only market would be the top 1% wealthiest individuals.
Appraise
The description of the appraise skill makes it pretty clear that when someone evaluates an object, they are given a single universal value for the object. Nothing in the appraisal mechanic indicates that its results vary based on localized conditions.
D&D Physics
As I often note, D&D physics are not Newtonian; they are Aristotelian. Falling damage increases arithmetically, not geometrically; there are 4 elements not 100+; there is no evidence of natural selection in the biology of the world, etc.
Based on these three considerations, I would argue that D&D economics should not be understood through the ideas of supply and demand that developed between 1350 and 1850. They should instead be understood through medieval economic theories.
In medieval Aristotelian economics, value was objective not subjective. In other words, value inhered in the objects being traded, not in their value to the buyer or seller. Value was absolute not situational. This is why for medievals, it was a sin to charge interest; this is why it was viewed as sinful for commodity prices to rise during shortages. Just because there was less barley didn't mean that the value of a pound of barley was greater.
I know that I have a content-reader credit on MMS:WE and this was not an objection I raised with Suzi and Joe; and I apologize for that. But, in my opinion, there are real problems in applying modern economic theory to game worlds when, if these principles are universally applied, they will come into direct conflict with the rules of the game/physics of the world.
I offer the following evidence in support of this:
Fixed Magic Item Costs
As is clearly stated in the PHB item creation feat descriptions, the DMG sections on magic item creation and the DMG magic item descriptions, magic items have fixed GP values that exist in a fixed relationship to the XP costs for making the items. It seems clear to me from this text that item GP costs are absolutely fixed. It seems improbable to me that the laws of supply and demand would apply to low-cost commodities like staple foods, tools and the like if they do not apply to essentially luxury items whose only market would be the top 1% wealthiest individuals.
Appraise
The description of the appraise skill makes it pretty clear that when someone evaluates an object, they are given a single universal value for the object. Nothing in the appraisal mechanic indicates that its results vary based on localized conditions.
D&D Physics
As I often note, D&D physics are not Newtonian; they are Aristotelian. Falling damage increases arithmetically, not geometrically; there are 4 elements not 100+; there is no evidence of natural selection in the biology of the world, etc.
Based on these three considerations, I would argue that D&D economics should not be understood through the ideas of supply and demand that developed between 1350 and 1850. They should instead be understood through medieval economic theories.
In medieval Aristotelian economics, value was objective not subjective. In other words, value inhered in the objects being traded, not in their value to the buyer or seller. Value was absolute not situational. This is why for medievals, it was a sin to charge interest; this is why it was viewed as sinful for commodity prices to rise during shortages. Just because there was less barley didn't mean that the value of a pound of barley was greater.
I know that I have a content-reader credit on MMS:WE and this was not an objection I raised with Suzi and Joe; and I apologize for that. But, in my opinion, there are real problems in applying modern economic theory to game worlds when, if these principles are universally applied, they will come into direct conflict with the rules of the game/physics of the world.