Low Magic Campaigns?

Raven Crowking said:
So, in other words, you need to know the value of the item to the seller and the buyer?

What I recommend , and what the point of contention seemed to be, was that the DM use a base price as a guideline for averaging out this myriad of factors going through the minds of buyer and seller, for which I was giving examples. So I was under the impression that I was saying much more than what I apparently have successfully communicated.
 

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gizmo33 said:
What I recommend , and what the point of contention seemed to be, was that the DM use a base price as a guideline for averaging out this myriad of factors going through the minds of buyer and seller, for which I was giving examples. So I was under the impression that I was saying much more than what I apparently have successfully communicated.

Well, that point was conceded several posts ago.
 

Raven Crowking said:
Sure, but those components also have prices that are relative to the society that they are in.

True

Wine is cheaper in France, beer is cheaper in Belgium.

By that definition, a 'universal' price list can't exist. If you want a game world where major exports are listed so you can make a guess at relative international costs, then I can make a suggestion :) but it's your game, you decide on a pricing structure and stick to it. If one price fits all in your campaign, fine. If you want to make wheat bread a luxury item in the frozen north, fine.
 

Raven Crowking said:
It does. That doesn't mean that the formula is reasonable in terms of the world it is intended to represent, however. This is, I believe, where Celebrim's metagaming comes in. From the standpoint of determining relative cost in a society, you need to determine first the utility of the item to that society and the amount of gold it is worth to the creator.

Not quite. First, that wouldn't be metagaming. That calculation takes place within the built world. The problem is that magic items aren't real world items, they are game items. There is no way that we can determine the minimum value of a magic item by looking at the means of production and the expected return on investment, or by looking at historical records and making the assumption that the supply/demand factors in the game world will roughly correspond to that of the historical world and therefore the price will be of the same relative magnitude. (Noting that most D&D worlds now assume a daily minimum wage of 1 g.p. and a rate of exchange of 1 g.p. = 10 s.p., where historically daily minimum wage was closer to 1 s.p and the rate of exchange was 1 g.p. = 20 s.p.) And note that even when we do have historical records of prices for commodities, there is no way really of knowing whether the supply and demand within the game world really correspond to the supply and demand in the real world and therefore whether those prices are realistic ones. It's just that generally speaking, no one cares that much, and when it really matters and is effecting game balance wise DM's throw the base price out and set the actual price by some real (to the game) factor (like how important this object is in the metagame). You can actually see this in the PH price list, for example the cost of a buckler relative to the cost of a small shield.

Therefore, the value of a magic item is determined by its game utility, not by the cost of production within the game world. The cost of production is set by a transaction that involves the DM and the player based on the DM's metagame concerns (How powerful is this item?) and the player's wants (How useful is this item?). The price set by that is entirely a game artifact.

The base prices and formulas in the DMG are attempts to actualize that metagame transaction so that it can be largely handwaved based on the designers work and the game's play testing. The assumption is that the utility/value of the item will be roughly the same in any DM/PC transaction. This assumption is of course false in the general case, but probably fairly accurate if we assume 'default' D&D. None the less, the 'base price' is always an artifact of the game. It's useful, but it's not necessary. If we didn't have the 'base price', we could still obtain a price via a DM/PC negotiation at some level. The utility of a base price is that, presumably, that price having been tested, it is a better, quicker evaluation than might other wise occur.

But, we already know that in general that isn't the case. WotC just published a whole hard bound book on how many of thier base prices that were plucked out of the air were wrong, and because they were wrong and people treated them as something substantial and not mere game artifacts, in practice the DM/PC price negotiation over that item never actually occurred.

In any event, this whole discussion of where the base price of magic items comes from is really tangental to my main point. I too think that a base price list is an extraordinarily useful and convienent thing. It may not be strictly speaking necessary, but its really really useful. My main point is that the existance of a base price list does not dictate the terms of the market for magic items within a particular setting. The fact that something has been assigned a base price doesn't mean that the market for that item is freely entered by anyone, or that the item can be found for sell easily (and in particular on demand and quickly), or that under the circumstances that it is found mean that it will be available for that base price.
 

Raven Crowking said:
As an aside, can a person in a D&D world reasonably survive on 1 sp/day? Assuming that the person has even one non-laboring dependent, how much does it cost to eat and be sheltered per day?

That's two different questions - historically a landless labourer didn't expect to be able to maintain a family by his labour, he just expected to eat. I use 1 sp/day as ok-ish subsistence level for one person, enough food to be reasonably healthy, occasional mending of clothes. If you want a family, you'd better own or rent some land and be taking in more like 5sp/day.

Edit: I use more like historical prices, so a large flagon of ale is 1 cp, a blanket on a warm floor might be 1cp, a poor meal might be 2-3 cp, but clothes are 1gp+.
 

Celebrim said:
Noting that most D&D worlds now assume a daily minimum wage of 1 g.p. and a rate of exchange of 1 g.p. = 10 s.p., where historically daily minimum wage was closer to 1 s.p and the rate of exchange was 1 g.p. = 20 s.p.

Really? My 3e DMG gives 1sp as the daily wage for unskilled labourers and 2sp/day for mercenary footmen; you don't get 1 gp/day unless you're a skilled craftsman.

1 gp = 10 sp isn't that outlandish, I believe the Greek exchange rate was something like that after the influx of Persian gold, I suspect Spain might have had similar after American gold started flooding in. Pre-Alexander Greece had about 1gp = 20 sp, and medieval England, wasn't it ca 13 silver shillings to a gold sovereign?
 

Celebrim said:
Noting that most D&D worlds now assume a daily minimum wage of 1 g.p. and a rate of exchange of 1 g.p. = 10 s.p., where historically daily minimum wage was closer to 1 s.p

In terms of actual coins thoug, pre-Black Death medieval daily minimum wage for unskilled worker was around 1d - which would be 1 (large) copper piece in D&D; but D&D has always undervalued coins by a factor of at least 10.
 

S'mon said:
Really? My 3e DMG gives 1sp as the daily wage for unskilled labourers and 2sp/day for mercenary footmen; you don't get 1 gp/day unless you're a skilled craftsman.

Unless you use the Profession skill, in which case you make more. ;)
 

S'mon said:
Really? My 3e DMG gives 1sp as the daily wage for unskilled labourers and 2sp/day for mercenary footmen; you don't get 1 gp/day unless you're a skilled craftsman.

The 1sp/day daily wage is an artifact of 1st edition. That in turn is an artifact of Gygax's medievalism. It doesn't make any since within the larger framework of D&D economics.

The problem is that D&D has always assumed a gold peice standard in the value of goods (and PC wages!). Normally, the fact that laborers earn 1sp/day while wealth is generally weighed in gp doesn't really matter, but when it does matter it becomes game breaking. The problem is that a PC can leverage the labor market, buying an enormous ammount of labor at very low prices. When that happens, the realistic thing is wage inflation, because if that doesn't happen you end up with the PC leveraging highly undervalued labor and breaking the economy. If wage inflation does happen, then then you end up settling with a gold peice standard anyway.

In other words, the base price is wrong in context. If you actually set price by supply and demand, you toss out the base price.

Another way that it is wrong is that anyone with minimal ranks in a craft or profession skill can earn average 10 times the rate of unskilled labor. This actually creates a greater disparity between the lower and middle classes than the already large wage disparity which existed in the real world between peasant farmers and craftsman, which was more like 3-5 times unskilled wages.

1 gp = 10 sp isn't that outlandish, I believe the Greek exchange rate was something like that after the influx of Persian gold, I suspect Spain might have had similar after American gold started flooding in. Pre-Alexander Greece had about 1gp = 20 sp, and medieval England, wasn't it ca 13 silver shillings to a gold sovereign?

I'm not an expert here, but my understanding is that baring a few exceptional cases of coin scarcity or surplus, the exchange rate of 1 oz gold = 20 oz silver held fairly steady for thousands of years (before the mechanical mining of silver). Relative abundance or scarcity of silver to gold might effect that, but I'm fairly sure those are short term phenoms.
 

Celebrim said:
The 1sp/day daily wage is an artifact of 1st edition. That in turn is an artifact of Gygax's medievalism. It doesn't make any since within the larger framework of D&D economics.

I'm not an expert here, but my understanding is that baring a few exceptional cases of coin scarcity or surplus, the exchange rate of 1 oz gold = 20 oz silver held fairly steady for thousands of years (before the mechanical mining of silver). Relative abundance or scarcity of silver to gold might effect that, but I'm fairly sure those are short term phenoms.

On gp to sp; I recall from classical history studies that ancient Greece had a 1 gold to 20 silver ratio until the influx of Persian gold halved that, so 1:20 is more common, and indeed was the 1e ratio.

I disagree that we should necessarily be doing D&D off a 1 gp a day paradigm (unless you want the 21st century America-Walmart atmosphere); the prices get even more ridiculous. I find 1sp/day and other listed NPC wages work fine for my game. Re use of Craft/Profession though, I treat that as gross not net.

Incidentally, on purchasing power parity I use:

1 gp = $100/£50

1sp = $10/£5

1cp = $1/50p

So the D&D peasant on $10/day is rather better off than many modern third world peasants in least developed nations.
 

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