I recently bought A Magical Medieval Society: Western Europe and agree with all the reviews that not only is this one of the best DM supplements around but also that the Economic Simulator in Chapter 5 is THE most elegant bit of rules crunchiness I have ever seen.
I am not going to try to explain this wonderful system here (support these folks and buy it!) but I am going to try to adapt it.
One of the cornerstones of the system is the concept of the Buy DC. Simply put you assign a Buy DC to an item representing its availability at any given time and place. You roll a d20 with various purchasing modifiers along with a buyer's modifier that he selects. If the roll is a failure you simply roll again with the next higher buyer's modifier till you either hit the ceiling (+6) or succeed. If you hit the ceiling the item is not available for purchase. If you succeed you multiply the corresponding purchase percentage with the Market Price of the item and that's what you pay for it.
It allows you to adjust for supply and demand, the economic effects of war, or anything else that could conceivably affect the price of an item or commodity.
The authors have done the hard part and supplied the Buy DC for every piece of equipment in the core rules and then some.
Two things caught my eye. One there are no Buy DCs for magic items and two they said that this system was easily adaptable to handle magic items.
Well I have tried to do just that.
It would be a monumental task to try to assign EVERY magic item a Buy DC ala a table plus I'm lazy so that plan was right out.
The following is my method of mechanically assigning a Buy DC to any particular magic item that the players might want to purchase.
Is it complicated? Oh yeah. Is it usable? Don't know. Is it fun? Well I had fun designing it. Yes I know that economics is not fun for lots of people and that most characters would rather be slicing trolls or stomping wererats so if you don't wanna use it don't.
So anyways if anybody is interested in critiquing it have at it!
I am not going to try to explain this wonderful system here (support these folks and buy it!) but I am going to try to adapt it.
One of the cornerstones of the system is the concept of the Buy DC. Simply put you assign a Buy DC to an item representing its availability at any given time and place. You roll a d20 with various purchasing modifiers along with a buyer's modifier that he selects. If the roll is a failure you simply roll again with the next higher buyer's modifier till you either hit the ceiling (+6) or succeed. If you hit the ceiling the item is not available for purchase. If you succeed you multiply the corresponding purchase percentage with the Market Price of the item and that's what you pay for it.
It allows you to adjust for supply and demand, the economic effects of war, or anything else that could conceivably affect the price of an item or commodity.
The authors have done the hard part and supplied the Buy DC for every piece of equipment in the core rules and then some.
Two things caught my eye. One there are no Buy DCs for magic items and two they said that this system was easily adaptable to handle magic items.
Well I have tried to do just that.
It would be a monumental task to try to assign EVERY magic item a Buy DC ala a table plus I'm lazy so that plan was right out.
The following is my method of mechanically assigning a Buy DC to any particular magic item that the players might want to purchase.
Is it complicated? Oh yeah. Is it usable? Don't know. Is it fun? Well I had fun designing it. Yes I know that economics is not fun for lots of people and that most characters would rather be slicing trolls or stomping wererats so if you don't wanna use it don't.
So anyways if anybody is interested in critiquing it have at it!

