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How do you handle the "economy killing spells" in your game?
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<blockquote data-quote="Oofta" data-source="post: 7604848" data-attributes="member: 6801845"><p>To me, thinking about some of this stuff just leads to a never-ending rabbit hole. I tried at one point just for grins to really think through this stuff and detail out what the effects would be and I just don't think there's a great answer.</p><p></p><p>So I take a middle road. Yes, a sufficiently high level wizard can make high value items given raw materials but there's a catch. For things like armor, they need to be really good at making said armor before they ever cast a spell. That doesn't mean a few days at the forge, it takes months if not years of effort to become truly skilled at something that complex. Assuming you can craft the whole thing with one casting (I don't) you still need to know how all the pieces fit together, where the rivets need to go, how thick the different pieces need to be. How do you get that experience? By working the metal into plates and then fitting them all together manually. It's a lot of hard, physically demanding labor. Not saying it doesn't or couldn't happen just that it's not common even amongst wizards that are high enough level. Seeing armor and having basic understanding of blacksmithing isn't going to cut it.</p><p></p><p>In addition you need high quality steel. Also, what's the definition of "raw materials"? It could go anywhere on a scale from raw iron ore and a source of carbon and other trace minerals up to having pre-made sheets of steel. A big part of the cost of armor is the creation of the steel plates, you can't just run down to the local Smithy Mart and throw it in the cart.</p><p></p><p>But worst case? Plate armor is far more common than it was historically. Maybe even affordable by people from a peasant background that have managed to scrounge up coin from doing mercenary work and "archaeological artifact retrieval" services. </p><p></p><p>The same goes for jewelry or other high value items. You still need the jewels, the gold and silver. But just as important is the skill to arrange it all into a pleasing design.</p><p></p><p>Of course this is also less of a concern in my world since I use the alternate long rest rules where a long rest is several days, usually a week or more. Add it all up and the wizard can make a good living doing this, but it hardly breaks the economy any more than any number of other facets of D&D.</p><p></p><p>Which doesn't mean that magic doesn't affect the economy. It absolutely does. But just like alchemists occasionally figuring out how to make gold and silver has devalued those minerals it's overall effect would be fairly subtle.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7604848, member: 6801845"] To me, thinking about some of this stuff just leads to a never-ending rabbit hole. I tried at one point just for grins to really think through this stuff and detail out what the effects would be and I just don't think there's a great answer. So I take a middle road. Yes, a sufficiently high level wizard can make high value items given raw materials but there's a catch. For things like armor, they need to be really good at making said armor before they ever cast a spell. That doesn't mean a few days at the forge, it takes months if not years of effort to become truly skilled at something that complex. Assuming you can craft the whole thing with one casting (I don't) you still need to know how all the pieces fit together, where the rivets need to go, how thick the different pieces need to be. How do you get that experience? By working the metal into plates and then fitting them all together manually. It's a lot of hard, physically demanding labor. Not saying it doesn't or couldn't happen just that it's not common even amongst wizards that are high enough level. Seeing armor and having basic understanding of blacksmithing isn't going to cut it. In addition you need high quality steel. Also, what's the definition of "raw materials"? It could go anywhere on a scale from raw iron ore and a source of carbon and other trace minerals up to having pre-made sheets of steel. A big part of the cost of armor is the creation of the steel plates, you can't just run down to the local Smithy Mart and throw it in the cart. But worst case? Plate armor is far more common than it was historically. Maybe even affordable by people from a peasant background that have managed to scrounge up coin from doing mercenary work and "archaeological artifact retrieval" services. The same goes for jewelry or other high value items. You still need the jewels, the gold and silver. But just as important is the skill to arrange it all into a pleasing design. Of course this is also less of a concern in my world since I use the alternate long rest rules where a long rest is several days, usually a week or more. Add it all up and the wizard can make a good living doing this, but it hardly breaks the economy any more than any number of other facets of D&D. Which doesn't mean that magic doesn't affect the economy. It absolutely does. But just like alchemists occasionally figuring out how to make gold and silver has devalued those minerals it's overall effect would be fairly subtle. [/QUOTE]
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How do you handle the "economy killing spells" in your game?
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