Turanil said:For me, the D&D economics system is flawed and totally unrealistic. I once tried to fix it for my campaign, but it proved too much work. So now, as a DM, I wavehands economics. As a player I prefer not to think about it...![]()
I more or less agree. Economics for players is one world using the rulebooks; economics for NPC's is another.
I think a lot about the NPC background economics, 'cause I get geeky jollies from it and because I think it makes for more "suspension of disbelief" that the game world is real.
But it's a medieval world, so modern analogies just don't work. Things to worry about: trade (spices, and other commodities worth shipping long-distances in wooden ships with no refrigeration) and farming. Thinking about stuff like how much it costs to buy a house or what a bank will lend you makes no sense to me -- banks? what's that? The jewelers guild or moneychangers or a merchant family might lend money to the king or a merchant, but why would they lend money to you? This is a world with no insurance, no stock, probably no interest rates, etc. Definitely no mortgages -- building your own house from the wilderness, or get a land grant from a noble, or pay a lot of looting wages to buy the inn in town from an old guy whose retiring and wants money plus a permanent room and board deal.
As for mercenaries . . . that's PHB economics, so whatever the book says works, even if it means they can never "buy" a house, or they make a chicken a year, or they make 300 large galleys a week; just like if it was platemail, it costs what the PHB says it costs.

I'm more interested in questions like "how many acres does a family of 5 need to live on", "how many cows per square mile does a 19th century cattle ranch equivalent have", or "why might a merchant be travelling to Highfolk" -- and it better be a better story than bringing copper ore to trade for "foodstuffs". One of my players knew exactly where I was going when I started asking all about the horse barn near his house.
