SkullThrone
First Post
Just wondering if this bothers anyone else...
I guess I assume that the D&D economy functions similar to the feudal system of Europe, with a middle class of artisans...This seems to work well until you throw magic items into the game...it's apparent in any online game once you get past a given level x lower level items have essentially no value.
I guess I assume it takes a weaponsmith at least 3 days to make a sword, even if they have apprentices that can do this as well they'd make what 10gp a day? Then hear come the PCs and even if you use 20% resale, they may have a +2 item in there, selling to 1,000gps (that'd be about a 1/4 of the years work), not to mention if the PCs were to actually buy something he had...and he were to make 5,000gp on a sale.
This really goes crazy if a paragon level party brought their loot to town, it'd be like an MMO where the higher level characters don't even bother selling items, they just sprinkle it over the ground, because they wouldn't want to carry them, and no one in a typical town would have the funds to buy them...but realistically it's be like 50% of the town just won the lottery and the chaos would ensue once the party left town.
I realize the "its a game"...but I try to put value on things, typically like $0.50 per copper piece, this makes silver $5.00 (a decent typical currency), and a gp is $50...breaks down pretty easy meals may be $5 for breakfast, $10 lunch, and $20 dinner for those middle class artisans, willing to eat out every meal. Which is fine, because they probably make between $150 and $250 a day.
I tend to use this model for cost of items at inn or vendors around town. Daggers then cost $50 (1gp), and swords run $750 (15gp). Obvisously magic items at their listed prices are insanely expensive, a 5th item is listed at 1,000gp or $50,000 (that's like a new car...I guess that's imaginable), level 10 is up to 5,000gp or 1/4 million dollars...after that it just gets crazy ridiculous.
Any thoughts on this?
I guess I assume that the D&D economy functions similar to the feudal system of Europe, with a middle class of artisans...This seems to work well until you throw magic items into the game...it's apparent in any online game once you get past a given level x lower level items have essentially no value.
I guess I assume it takes a weaponsmith at least 3 days to make a sword, even if they have apprentices that can do this as well they'd make what 10gp a day? Then hear come the PCs and even if you use 20% resale, they may have a +2 item in there, selling to 1,000gps (that'd be about a 1/4 of the years work), not to mention if the PCs were to actually buy something he had...and he were to make 5,000gp on a sale.
This really goes crazy if a paragon level party brought their loot to town, it'd be like an MMO where the higher level characters don't even bother selling items, they just sprinkle it over the ground, because they wouldn't want to carry them, and no one in a typical town would have the funds to buy them...but realistically it's be like 50% of the town just won the lottery and the chaos would ensue once the party left town.
I realize the "its a game"...but I try to put value on things, typically like $0.50 per copper piece, this makes silver $5.00 (a decent typical currency), and a gp is $50...breaks down pretty easy meals may be $5 for breakfast, $10 lunch, and $20 dinner for those middle class artisans, willing to eat out every meal. Which is fine, because they probably make between $150 and $250 a day.
I tend to use this model for cost of items at inn or vendors around town. Daggers then cost $50 (1gp), and swords run $750 (15gp). Obvisously magic items at their listed prices are insanely expensive, a 5th item is listed at 1,000gp or $50,000 (that's like a new car...I guess that's imaginable), level 10 is up to 5,000gp or 1/4 million dollars...after that it just gets crazy ridiculous.
Any thoughts on this?