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How much money does the avarage commoner need?
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<blockquote data-quote="Celebrim" data-source="post: 376150" data-attributes="member: 4937"><p>Let's not even get into how screwed up D&D economics are. It's pathetic to even begin with D&D assumptions. If you want realism, scrap the whole system and build one yourself rewritting every reference to coin, goods, and labor in the books. Therefore, there is no reason to discuss real economics of Medieval or other primitive societies in D&D context unless we are talking about a rewrite.</p><p></p><p>If you want semi-realism, that is you only really care about some degree of balance...</p><p></p><p>The 1st edition rule that unskilled labor earns 1 s.p. per day is based on reality, not gaming convention, and therefore was broken even back in 1st edition, since it gave average players enormous abilitiy to leverage labor compared to the average size of the labor pool. If the average wage of unskilled labor is 1 s.p., then PC's have about 10 times too much wealth at any point in thier carreer (and gems and so forth are at least 10 times too valuable), and items cost between 3 (for rare goods) & 5 times (for common goods) too much (except for trade goods and food which are usually reasonably well priced). That simplification has been my standard rule of thumb for years now.</p><p></p><p>In third edition, the standard wage is implicitly about 1 g.p. per day, so the game designers would do well to explicitly state that wages are based on a gold standard not a silver standard. The average commoner applies his profession or craft skill and that is what he earns - an average of 5-9 g.p. a week depending on skill and experience.</p><p>That actually works out fairly well except that because of the relatively minor difference in skill ability between the average peasant and the average skilled craftsmen (say a 3rd-5th level expert), the average peasant has too much buying power compared to the middle class. However, like I said, forget realism. We are talking about balance.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 376150, member: 4937"] Let's not even get into how screwed up D&D economics are. It's pathetic to even begin with D&D assumptions. If you want realism, scrap the whole system and build one yourself rewritting every reference to coin, goods, and labor in the books. Therefore, there is no reason to discuss real economics of Medieval or other primitive societies in D&D context unless we are talking about a rewrite. If you want semi-realism, that is you only really care about some degree of balance... The 1st edition rule that unskilled labor earns 1 s.p. per day is based on reality, not gaming convention, and therefore was broken even back in 1st edition, since it gave average players enormous abilitiy to leverage labor compared to the average size of the labor pool. If the average wage of unskilled labor is 1 s.p., then PC's have about 10 times too much wealth at any point in thier carreer (and gems and so forth are at least 10 times too valuable), and items cost between 3 (for rare goods) & 5 times (for common goods) too much (except for trade goods and food which are usually reasonably well priced). That simplification has been my standard rule of thumb for years now. In third edition, the standard wage is implicitly about 1 g.p. per day, so the game designers would do well to explicitly state that wages are based on a gold standard not a silver standard. The average commoner applies his profession or craft skill and that is what he earns - an average of 5-9 g.p. a week depending on skill and experience. That actually works out fairly well except that because of the relatively minor difference in skill ability between the average peasant and the average skilled craftsmen (say a 3rd-5th level expert), the average peasant has too much buying power compared to the middle class. However, like I said, forget realism. We are talking about balance. [/QUOTE]
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