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General Tabletop Discussion
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How do you handle the "economy killing spells" in your game?
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<blockquote data-quote="Shiroiken" data-source="post: 7604012" data-attributes="member: 6775477"><p>Plant Growth</p><p>Druids in my setting really wouldn't use this on farmland, but rather on wild nature, allowing it to be more productive for the natural herbivores, which also helps the carnivores when the prey multiply due to food availability. Priests of the Nature Domain, however, would regularly cast this spell in order to bring worship to their patron agricultural deity. These areas would greatly prosper, but since there aren't a ton of NPCs able to do so, there wouldn't be that many areas. In addition, it double the yield, but poor farming skill and disasters (both natural and monstrous) can greatly reduce the normal yield, still leading to poor farmers in prosperous areas.</p><p></p><p>As for PCs, my druid only cast it in areas where people shared my faith, which was uncommon. We passed a poor farming village, and another PC asked me why I didn't help them, and I told him "they worship the city gods; let them save it." The only time I made an exception was when a farmer helped us out, giving us sanctuary as significant risk to his family and farm.</p><p></p><p></p><p>Fabricate</p><p>Quality is the biggest issue. While the quality is supposed to be related to the quality of materials, I would also include the quality of the caster's skill. Making a crude bridge out of wood, as in their example, breaks nothing since it won't last long enough to have a significant economic impact. If you want to make a door, its quality is also going to be based on your skill in carpentry. This puts the craftsmen in the advantage of taking longer, but for better quality. Should a wizard or forge cleric decide to make a business out of it by learning various crafts, then good for them, and they'll likely be the wealthiest craftsmen... who've also gained the enmity of the local guilds.</p><p></p><p>We have a Forge Cleric PC in our current game. He's been collecting various materials as we've traveled, as he has a blacksmith shop in our base town. He now has fabricate, and will use it as described... when he has time. We're currently over a month away from our base town, with quite a bit more to be done before we return home. I think that's going to keep him from simply becoming super wealthy, and even if he did, I suspect that his success will make him a high target for the local thieves guild.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7604012, member: 6775477"] Plant Growth Druids in my setting really wouldn't use this on farmland, but rather on wild nature, allowing it to be more productive for the natural herbivores, which also helps the carnivores when the prey multiply due to food availability. Priests of the Nature Domain, however, would regularly cast this spell in order to bring worship to their patron agricultural deity. These areas would greatly prosper, but since there aren't a ton of NPCs able to do so, there wouldn't be that many areas. In addition, it double the yield, but poor farming skill and disasters (both natural and monstrous) can greatly reduce the normal yield, still leading to poor farmers in prosperous areas. As for PCs, my druid only cast it in areas where people shared my faith, which was uncommon. We passed a poor farming village, and another PC asked me why I didn't help them, and I told him "they worship the city gods; let them save it." The only time I made an exception was when a farmer helped us out, giving us sanctuary as significant risk to his family and farm. Fabricate Quality is the biggest issue. While the quality is supposed to be related to the quality of materials, I would also include the quality of the caster's skill. Making a crude bridge out of wood, as in their example, breaks nothing since it won't last long enough to have a significant economic impact. If you want to make a door, its quality is also going to be based on your skill in carpentry. This puts the craftsmen in the advantage of taking longer, but for better quality. Should a wizard or forge cleric decide to make a business out of it by learning various crafts, then good for them, and they'll likely be the wealthiest craftsmen... who've also gained the enmity of the local guilds. We have a Forge Cleric PC in our current game. He's been collecting various materials as we've traveled, as he has a blacksmith shop in our base town. He now has fabricate, and will use it as described... when he has time. We're currently over a month away from our base town, with quite a bit more to be done before we return home. I think that's going to keep him from simply becoming super wealthy, and even if he did, I suspect that his success will make him a high target for the local thieves guild. [/QUOTE]
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How do you handle the "economy killing spells" in your game?
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