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<blockquote data-quote="painandgreed" data-source="post: 1860020" data-attributes="member: 24969"><p>Well, in D&D, “the prices do not include materials, tools, or weapons the hireling may need to do his or her job.” (DMG, p.105) If you figure in pay for those that already have their own equipment, then you might multiply the fee by 5 as you suggest. Agreed, that the pay rates there are near bare minimum for many things to keep a family alive but if labor is cheap and there are no laws for treating such peasants otherwise, then that’s what they end up getting paid. Many of the other things such as seed are considered communal property and kept as such by the lord like the animals and plow used to plow the land. Land itself is also owned by the lord and probably so is the hut they live in for the example I figured out earlier. A freeman who owns his land and equipment would be under different circumstances. </p><p></p><p>In real life they reduced taxes and required services instead in some cases. In our example peasant, the lord may only require 2/7 of the harvest but require a month of service during the year to be used in either manual labor or training for the army. Such a reduction in taxes would result in an annual increase of 37 GP more a year. Enough to let him buy his weapons and give him some investment in his land so he has a reason to fight.</p><p></p><p></p><p></p><p></p><p>No doubt. I do expect their to be such spells. I might even come up with some, but that will come after I finish going over the various ramifications of the RAW. One that is done, I’ll look at what changes might need to be made or added.</p><p></p><p>Speaking of getting this done, once I’ve gotten this as far as I think it’ll go, I’m going to have to do it over again. Some things just have got anew perspective on them after figuring out something else, and other things are just wrong. For example, I forgot that our large city gets multiple rolls (three) so there would also be a 12th and 10th level wizard as well as some more 6th and 5th in the main city. Then we’d have +4 stuff that is very expensive and more people to make +3. Also, as per the example in the book, they rounded up while I rounded down in some cases. I used 2 for half of 5 while they treated it as 3. Yet we both used 1 for half of 3.</p><p></p><p>Now, let’s get on to the other core classes.</p><p> </p><p>In all we have 1200 clerics in our kingdom. A single of 13th, 12th, 11th and 7th levels. We end up with 7 6th levels, 12 5th, 35 4th, 132 3rd, 210 2nd, and 800 1st level clerics. So far as making items goes, they have more muscle than the wizards. Out goes the market of the magic item business. Of course, the clerics have an ample income to begin with. Of our 13 million GP economy, the clerics tending the peasants in the field end up getting 1/10 of this for 1.3 million GP. Let’s say they pass half of what they get up the line to the church proper. Our cleric watching over a hamlet of 200 people ends up with 1300 GP per year in tithes. 650 of it goes to his superiors and the rest he gets to keep although some of it probably find its way back into the community doing his “good (or evil) works”. Still, explains why there are more clerics than wizards, that’s where the money is. </p><p></p><p>Of course, there is more than just one church. Those high level clerics might be spread out among various churches for various gods. Each small cleric will send his money to the head office of his church. So, the individual churches are broken up and not an economic whole. Let’s say that the majority of the income producing clerics (90%) belong equally to five churches. That means each church brings in a base income of 117,000 GP a year above what their clerics out in the field bring in. that’s a little above the economic power of four noble families all held by what is probably a few people. If we assume that these are the clerics that reside in the City and the large towns, that is an average of 13 or 14 clerics per church reside at the head of all that money. The main temple is probably pretty nice. </p><p></p><p>Also, with Plant Growth capable of increasing this by 1/3 at 5th level, there are plenty of clerics capable of doing such, …if they can cast it. AFAIK, it is only castable by druids and clerics of the Plant domain as it is not a normal cleric spell. Economically, gods with the plant domain have a stranglehold on the economy. With such a cleric able to demand 1/20 of the total production for such land for a single spell cast, it might be reasonable for gods of money and wealth to also cover plant domain. It would also be in demand by clerics of various evil persuations for its reverse. By casting it once to counter the plant growth and another to actually decrease the normal product of the land by 1/3, the land could end up producing 1/2 of what is expected. Done at a critical time of the year or when people might not notice, such effects might not be reversible in time for the next harvest. Poverty and famine for hundreds of villages could all be caused by a single 5th level evil cleric in the course of a year.</p><p></p><p>What about druids? It’s there spell and according to the RAW, there are just as many druids of equal levels as there are clerics in our kingdom. Don’t know about you, but IMC, there tends to be one or the other. There is some over lap, but not the 1200 clerics and the 1200 druids running around the same kingdom. Thus, I’m going to ignore druids, assuming that in the grand scale of things, there are not enough to worry about in our kingdom.</p><p></p><p>For fighters and rouges, we have 2231 of each in our kingdom due to identical methods of figuring them out. We have singletons of 14th, 13th, and 12th levels, 2 8th levels, 9 7th levels, 30 6th levels, 91 5th levels, 96 4th levels, 172 3rd levels, 465 2nd levels, and 1,363 1st levels. Although some of these may be lords (the fighters anyway), most are just going to be mercenaries or otherwise hired. Thieves, …er, I mean rogues will do what rogues do and achieve similar heights of experience for it.</p><p></p><p>For all the classes we can try and figure an average of how fast they advance and how many challenges they face. Let’s assume that our highest level member is near venerable and has an even rise his entire life. At 13.3 challenges of equal level per level, over ~55 years, we can figure out the average number of challenges per year and the average number of years per advancement. (There is a break in our levels with some missing, bu tthis is because we have no small cities in our kingdom. Taking this into account, we might decide the highest levels are aberrations and only figure out the averages for the more populated levels. I didn’t think of this till after I did a whole bunch of calculations, so we won’t do that here.) For clerics, we end up with 3 challenges a year (adding weight to the advanced rate we picked arbitrarily back with wizards and their XP) advancing every 4.5 years. For fighters and rogues, it’s a little faster with advancement happening every 4 years. From that we can figure the average mortality rate for core class NPCs which seems to be about 25% per year for lower levels. Almost every day in our kingdom a 1st level fighter and thief die someplace. The mortality rate drops drastically as they get higher level, which seems about right till you have these single guys that continue to survive way past the odds, probably through being high level enough to afford Raises and such.</p><p></p><p>The average income of such a thief or fighter (again, the same due to the average prices for challenges and the similar advancement schedule) is ok. The first level fighter or thief makes 244 GP a year. 2nd level reward doubles to 488 GP/year before reaching 3rd. 3rd is 731. 4th is 1,028. 5th is 1,300. 6th is 1,625. 7th is 2,112. 11th is 6,094. 12th is 7,962. 13th is 10,702. However, I have a hard time seeing fighters making as much as thieves as fighters in such circumstances are going to be paid a set amount to kill thieves for the good of society. Soldiers often got loot in wartime, so maybe the city guard also gets loot they get from killing law breakers. Either that or they get it from the thieves to kill other thieves. Looking at the totals, it seems that between fighters and thieves alone, half the total economy of the kingdom ends up changing hands every year. What matters for the kingdom is where they get it from. If there is no net treasure deficit between the kingdom and its neighbors outside its borders, then the economy is stable except for the 6 killings and thefts that go on every single day in our kingdom for our fighters and thieves, …er, I mean rogues to get their challenges. I suppose for a large city and lots of little ones, that doesn’t seem very bad at all.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 1860020, member: 24969"] Well, in D&D, “the prices do not include materials, tools, or weapons the hireling may need to do his or her job.” (DMG, p.105) If you figure in pay for those that already have their own equipment, then you might multiply the fee by 5 as you suggest. Agreed, that the pay rates there are near bare minimum for many things to keep a family alive but if labor is cheap and there are no laws for treating such peasants otherwise, then that’s what they end up getting paid. Many of the other things such as seed are considered communal property and kept as such by the lord like the animals and plow used to plow the land. Land itself is also owned by the lord and probably so is the hut they live in for the example I figured out earlier. A freeman who owns his land and equipment would be under different circumstances. In real life they reduced taxes and required services instead in some cases. In our example peasant, the lord may only require 2/7 of the harvest but require a month of service during the year to be used in either manual labor or training for the army. Such a reduction in taxes would result in an annual increase of 37 GP more a year. Enough to let him buy his weapons and give him some investment in his land so he has a reason to fight. No doubt. I do expect their to be such spells. I might even come up with some, but that will come after I finish going over the various ramifications of the RAW. One that is done, I’ll look at what changes might need to be made or added. Speaking of getting this done, once I’ve gotten this as far as I think it’ll go, I’m going to have to do it over again. Some things just have got anew perspective on them after figuring out something else, and other things are just wrong. For example, I forgot that our large city gets multiple rolls (three) so there would also be a 12th and 10th level wizard as well as some more 6th and 5th in the main city. Then we’d have +4 stuff that is very expensive and more people to make +3. Also, as per the example in the book, they rounded up while I rounded down in some cases. I used 2 for half of 5 while they treated it as 3. Yet we both used 1 for half of 3. Now, let’s get on to the other core classes. In all we have 1200 clerics in our kingdom. A single of 13th, 12th, 11th and 7th levels. We end up with 7 6th levels, 12 5th, 35 4th, 132 3rd, 210 2nd, and 800 1st level clerics. So far as making items goes, they have more muscle than the wizards. Out goes the market of the magic item business. Of course, the clerics have an ample income to begin with. Of our 13 million GP economy, the clerics tending the peasants in the field end up getting 1/10 of this for 1.3 million GP. Let’s say they pass half of what they get up the line to the church proper. Our cleric watching over a hamlet of 200 people ends up with 1300 GP per year in tithes. 650 of it goes to his superiors and the rest he gets to keep although some of it probably find its way back into the community doing his “good (or evil) works”. Still, explains why there are more clerics than wizards, that’s where the money is. Of course, there is more than just one church. Those high level clerics might be spread out among various churches for various gods. Each small cleric will send his money to the head office of his church. So, the individual churches are broken up and not an economic whole. Let’s say that the majority of the income producing clerics (90%) belong equally to five churches. That means each church brings in a base income of 117,000 GP a year above what their clerics out in the field bring in. that’s a little above the economic power of four noble families all held by what is probably a few people. If we assume that these are the clerics that reside in the City and the large towns, that is an average of 13 or 14 clerics per church reside at the head of all that money. The main temple is probably pretty nice. Also, with Plant Growth capable of increasing this by 1/3 at 5th level, there are plenty of clerics capable of doing such, …if they can cast it. AFAIK, it is only castable by druids and clerics of the Plant domain as it is not a normal cleric spell. Economically, gods with the plant domain have a stranglehold on the economy. With such a cleric able to demand 1/20 of the total production for such land for a single spell cast, it might be reasonable for gods of money and wealth to also cover plant domain. It would also be in demand by clerics of various evil persuations for its reverse. By casting it once to counter the plant growth and another to actually decrease the normal product of the land by 1/3, the land could end up producing 1/2 of what is expected. Done at a critical time of the year or when people might not notice, such effects might not be reversible in time for the next harvest. Poverty and famine for hundreds of villages could all be caused by a single 5th level evil cleric in the course of a year. What about druids? It’s there spell and according to the RAW, there are just as many druids of equal levels as there are clerics in our kingdom. Don’t know about you, but IMC, there tends to be one or the other. There is some over lap, but not the 1200 clerics and the 1200 druids running around the same kingdom. Thus, I’m going to ignore druids, assuming that in the grand scale of things, there are not enough to worry about in our kingdom. For fighters and rouges, we have 2231 of each in our kingdom due to identical methods of figuring them out. We have singletons of 14th, 13th, and 12th levels, 2 8th levels, 9 7th levels, 30 6th levels, 91 5th levels, 96 4th levels, 172 3rd levels, 465 2nd levels, and 1,363 1st levels. Although some of these may be lords (the fighters anyway), most are just going to be mercenaries or otherwise hired. Thieves, …er, I mean rogues will do what rogues do and achieve similar heights of experience for it. For all the classes we can try and figure an average of how fast they advance and how many challenges they face. Let’s assume that our highest level member is near venerable and has an even rise his entire life. At 13.3 challenges of equal level per level, over ~55 years, we can figure out the average number of challenges per year and the average number of years per advancement. (There is a break in our levels with some missing, bu tthis is because we have no small cities in our kingdom. Taking this into account, we might decide the highest levels are aberrations and only figure out the averages for the more populated levels. I didn’t think of this till after I did a whole bunch of calculations, so we won’t do that here.) For clerics, we end up with 3 challenges a year (adding weight to the advanced rate we picked arbitrarily back with wizards and their XP) advancing every 4.5 years. For fighters and rogues, it’s a little faster with advancement happening every 4 years. From that we can figure the average mortality rate for core class NPCs which seems to be about 25% per year for lower levels. Almost every day in our kingdom a 1st level fighter and thief die someplace. The mortality rate drops drastically as they get higher level, which seems about right till you have these single guys that continue to survive way past the odds, probably through being high level enough to afford Raises and such. The average income of such a thief or fighter (again, the same due to the average prices for challenges and the similar advancement schedule) is ok. The first level fighter or thief makes 244 GP a year. 2nd level reward doubles to 488 GP/year before reaching 3rd. 3rd is 731. 4th is 1,028. 5th is 1,300. 6th is 1,625. 7th is 2,112. 11th is 6,094. 12th is 7,962. 13th is 10,702. However, I have a hard time seeing fighters making as much as thieves as fighters in such circumstances are going to be paid a set amount to kill thieves for the good of society. Soldiers often got loot in wartime, so maybe the city guard also gets loot they get from killing law breakers. Either that or they get it from the thieves to kill other thieves. Looking at the totals, it seems that between fighters and thieves alone, half the total economy of the kingdom ends up changing hands every year. What matters for the kingdom is where they get it from. If there is no net treasure deficit between the kingdom and its neighbors outside its borders, then the economy is stable except for the 6 killings and thefts that go on every single day in our kingdom for our fighters and thieves, …er, I mean rogues to get their challenges. I suppose for a large city and lots of little ones, that doesn’t seem very bad at all. [/QUOTE]
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