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<blockquote data-quote="painandgreed" data-source="post: 1850885" data-attributes="member: 24969"><p>Nope. Thanks, I'll check it out. I saw a similar item in the prizes for the fund raiser; hoping I get one of them.</p><p></p><p>Cool. I've done several different calculations and it seems pretty sound. I work it out and it seems to give the typical peasant what they got historically. other things to keep in mind is that each ton of manure spread on such land results in another GP in increased harvest for up to 20 tons/acre. I had one adventure for my characters that was to clear out the bat caves without hurting the bats. Once they did so the town loaded up wagons with guano to take back which was worth more than what they paid the players.</p><p></p><p>There are lots of things to consider. Depending on how much money can usually be brought back by PCs from adventuring, it might be profitable for nobles to fund adventuring parties for a cut of the loot. Not to mention that they'd surely tax such loot. Clearing out that abandoned keep? Its on the lord's land and technically all treasure in it is his. He'll let adventurers keep half for recovering it for him. Death and taxes. I'm not sure what to think about my 1st level character whose family has survived on less than 100 GP/year to suddenly end up with 600+ GP after a few days of adventuring. In a desperate world, why isn't everybody adventuring? Defeat one CR 1 level enounter and you've made three years income for you and your family (according to Table3-3). If that encounter only depleats you of 20% of so of your resources, then it's a pretty good bet. So to make things make sence IMC, I'm going to have to either reduce the average money for an encounter or increase the danger. Either the lack of return, mortality, or a combination is needed to keep the average Joe from adventuring instead of raising crops.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 1850885, member: 24969"] Nope. Thanks, I'll check it out. I saw a similar item in the prizes for the fund raiser; hoping I get one of them. Cool. I've done several different calculations and it seems pretty sound. I work it out and it seems to give the typical peasant what they got historically. other things to keep in mind is that each ton of manure spread on such land results in another GP in increased harvest for up to 20 tons/acre. I had one adventure for my characters that was to clear out the bat caves without hurting the bats. Once they did so the town loaded up wagons with guano to take back which was worth more than what they paid the players. There are lots of things to consider. Depending on how much money can usually be brought back by PCs from adventuring, it might be profitable for nobles to fund adventuring parties for a cut of the loot. Not to mention that they'd surely tax such loot. Clearing out that abandoned keep? Its on the lord's land and technically all treasure in it is his. He'll let adventurers keep half for recovering it for him. Death and taxes. I'm not sure what to think about my 1st level character whose family has survived on less than 100 GP/year to suddenly end up with 600+ GP after a few days of adventuring. In a desperate world, why isn't everybody adventuring? Defeat one CR 1 level enounter and you've made three years income for you and your family (according to Table3-3). If that encounter only depleats you of 20% of so of your resources, then it's a pretty good bet. So to make things make sence IMC, I'm going to have to either reduce the average money for an encounter or increase the danger. Either the lack of return, mortality, or a combination is needed to keep the average Joe from adventuring instead of raising crops. [/QUOTE]
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