Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Fantasy World Economics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mynex" data-source="post: 1872459" data-attributes="member: 2136"><p>There's another factor in here you're missing. Some trades (whether craft or profession) require advanced learning. Hence the term 'learned trades'. any bloody fool like me can take a hammer and chisel and try to make a rectangular block of stone to set against another stone and slap some mud and straw in the cracks. However, without the advanced training in math, to make precise measurements (or at least better than eyeball measurements), I'm going to have a lot of 'almost the same size, but not quite' blocks, and that leads to castles in ruin, easier to seige/break into, and other manner of problems in that castle.</p><p></p><p>Now I take that learned professional, mark lines for the untrained to hammer on, I do the finishing work and my blocks are more or less the same size, fit closer together, and take less 'other material' to seal up tight as a drum. This also eases the workload of those that have to seal it, saves money on the raw materials made, and has a more durable 'finish' to it.</p><p></p><p>This other bit, this 'discrepancy' in wages could reflect a simple "school loan" that is being paid back for the rest of their lives (For simplicities sake I suggest this), but in return they get '1st dibs' on new work. </p><p></p><p>Now - the hard aspect of this; Changing the wages. I came to the same conclusion you did about the wages (error in calculation), but I took it a step further, as you alluded to, and changed the amount a given 'learned trade' makes per week and how much in resources the can handle.</p><p></p><p>For me, this makes things more realistic, still makes it easy to do the math (just more mulitplying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />), and I have something I'm happy with to use at my game table and it makes my players happy (yea, they mutter, but they enjoy it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />).</p><p></p><p>To take it even a step further, I've broken it into 'ranks' as we have in the real world. Apprentice, Journeyman, Master, Grand Master. Different name ranks for different skill ranks. Since we're talking commoners (or experts here), I've kept it simple: 0-4 Apprentice, 5-9 Journeyman, 10-19 Master, 20+ Grandmaster.</p><p></p><p>Each name rank gets bonuses to how much they can earn per week as well as how much they can produce and raw materials they use. Some government types also have 'building regulations' that only Masters and Grandmaster can 'lead a construction crew', others that only a Master or Grandmaster may bid upon a project, etc... It all comes down to where in the world you are and what type of government is in charge.</p><p></p><p>As a general rule Grandmasters have anywhere from 5-10 Masters, 10-100 Journeyman, and 10-1000 apprentices training 'under them' at any given time - usually this is a school where the Grandmasters lessons are handed down to throught the ranks with him only 'spot checking' his students. However this can easily be converted to being 'on the job' of constructing a castle.</p><p></p><p>It's also possible that the Grandmaster simply takes orders in and assigns Masters, Journeymen, or Apprentice's to go do a project, depending on the influence, flattery, bribes, or whatever he gets to take a project.</p><p></p><p>okay.. enough of that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>While this entire thread is an excersize in anal attentive attention to detail, I love it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I will say that most of what you've summed up in here I've done as well, or really, really close... and it's going into a series of supplements we're working on (yes, they're aimed at the anal retentive GM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) with a lot of things you haven't hit on yet that affects a kingdoms economy (but most likely will LOL).</p><p></p><p>While things _could_ get bogged down in all the math involved, some players like that attention to detail and other times it's a simple question posed by a player to the GM that the GM has to 'spot guess'... So these types of musings are useful, informative, and fun! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Anyways, I was trying really hard to resist piping in here, but finally, I just couldn't resist anymore. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Many good thoughts, keep at it!</p></blockquote><p></p>
[QUOTE="Mynex, post: 1872459, member: 2136"] There's another factor in here you're missing. Some trades (whether craft or profession) require advanced learning. Hence the term 'learned trades'. any bloody fool like me can take a hammer and chisel and try to make a rectangular block of stone to set against another stone and slap some mud and straw in the cracks. However, without the advanced training in math, to make precise measurements (or at least better than eyeball measurements), I'm going to have a lot of 'almost the same size, but not quite' blocks, and that leads to castles in ruin, easier to seige/break into, and other manner of problems in that castle. Now I take that learned professional, mark lines for the untrained to hammer on, I do the finishing work and my blocks are more or less the same size, fit closer together, and take less 'other material' to seal up tight as a drum. This also eases the workload of those that have to seal it, saves money on the raw materials made, and has a more durable 'finish' to it. This other bit, this 'discrepancy' in wages could reflect a simple "school loan" that is being paid back for the rest of their lives (For simplicities sake I suggest this), but in return they get '1st dibs' on new work. Now - the hard aspect of this; Changing the wages. I came to the same conclusion you did about the wages (error in calculation), but I took it a step further, as you alluded to, and changed the amount a given 'learned trade' makes per week and how much in resources the can handle. For me, this makes things more realistic, still makes it easy to do the math (just more mulitplying. :p), and I have something I'm happy with to use at my game table and it makes my players happy (yea, they mutter, but they enjoy it. :p). To take it even a step further, I've broken it into 'ranks' as we have in the real world. Apprentice, Journeyman, Master, Grand Master. Different name ranks for different skill ranks. Since we're talking commoners (or experts here), I've kept it simple: 0-4 Apprentice, 5-9 Journeyman, 10-19 Master, 20+ Grandmaster. Each name rank gets bonuses to how much they can earn per week as well as how much they can produce and raw materials they use. Some government types also have 'building regulations' that only Masters and Grandmaster can 'lead a construction crew', others that only a Master or Grandmaster may bid upon a project, etc... It all comes down to where in the world you are and what type of government is in charge. As a general rule Grandmasters have anywhere from 5-10 Masters, 10-100 Journeyman, and 10-1000 apprentices training 'under them' at any given time - usually this is a school where the Grandmasters lessons are handed down to throught the ranks with him only 'spot checking' his students. However this can easily be converted to being 'on the job' of constructing a castle. It's also possible that the Grandmaster simply takes orders in and assigns Masters, Journeymen, or Apprentice's to go do a project, depending on the influence, flattery, bribes, or whatever he gets to take a project. okay.. enough of that. :p While this entire thread is an excersize in anal attentive attention to detail, I love it. :) I will say that most of what you've summed up in here I've done as well, or really, really close... and it's going into a series of supplements we're working on (yes, they're aimed at the anal retentive GM. :p) with a lot of things you haven't hit on yet that affects a kingdoms economy (but most likely will LOL). While things _could_ get bogged down in all the math involved, some players like that attention to detail and other times it's a simple question posed by a player to the GM that the GM has to 'spot guess'... So these types of musings are useful, informative, and fun! :D Anyways, I was trying really hard to resist piping in here, but finally, I just couldn't resist anymore. :D Many good thoughts, keep at it! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Fantasy World Economics
Top