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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="Laurefindel" data-source="post: 7604178" data-attributes="member: 67296"><p>The "gritty realism" rest variant from the DMG goes a long way making magic having a lesser impact of on economy. Suddenly, casters are 7 times less effective, and a bit more paranoid overall.</p><p></p><p>Also, if one spellcaster is the equivalent of hundreds of craftsmen, it becomes tempting for competitors to eliminate that single caster. Any economy relying on that individual would be screwed if the realm's spellcaster disappeared. Thus you need back-up, and protection, not to mention employment for the hundreds who would have been craftsmen (or farmers).</p><p></p><p>However, now that we mention it, most D&D settings don't have half the rural population to support their cities in a medieval-level of agrarian technology, so some magic needs to be invoved.</p><p></p><p>The somewhat-lazy-yet-convenient solution to economy-breaking spells is that magic doesn't break economy. Why? For thousands of reasons that are difficult to take into consideration. It doesn't prevent the odd individual from trying, but it never works for long for all kinds of reasons. They have been trying these shenanigans for hundreds of years, but it has never worked. Or perhaps it did in a distant golden age where everything was more magical and people used to ride dragons and all, but it has to do more with mythology than history.</p><p></p><p>TL;DR: <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> happens. when it does, hundreds of craftsmen can deal with it better than one magic-user.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7604178, member: 67296"] The "gritty realism" rest variant from the DMG goes a long way making magic having a lesser impact of on economy. Suddenly, casters are 7 times less effective, and a bit more paranoid overall. Also, if one spellcaster is the equivalent of hundreds of craftsmen, it becomes tempting for competitors to eliminate that single caster. Any economy relying on that individual would be screwed if the realm's spellcaster disappeared. Thus you need back-up, and protection, not to mention employment for the hundreds who would have been craftsmen (or farmers). However, now that we mention it, most D&D settings don't have half the rural population to support their cities in a medieval-level of agrarian technology, so some magic needs to be invoved. The somewhat-lazy-yet-convenient solution to economy-breaking spells is that magic doesn't break economy. Why? For thousands of reasons that are difficult to take into consideration. It doesn't prevent the odd individual from trying, but it never works for long for all kinds of reasons. They have been trying these shenanigans for hundreds of years, but it has never worked. Or perhaps it did in a distant golden age where everything was more magical and people used to ride dragons and all, but it has to do more with mythology than history. TL;DR: :):):):) happens. when it does, hundreds of craftsmen can deal with it better than one magic-user. [/QUOTE]
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How do you handle the "economy killing spells" in your game?
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