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General Tabletop Discussion
*Dungeons & Dragons
Teleportation circles costs *how* much?!
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<blockquote data-quote="Sword of Spirit" data-source="post: 6810634" data-attributes="member: 6677017"><p>The thing is though, 5e has a more consistent system than prior versions, so knowing a few things can really make sense of the world and put everything else in context.</p><p></p><p>Based on the assumed society, the best was to convert standard coinage (in USD) is:</p><p>1 cp = $1</p><p>1 sp = $10</p><p>1 gp = $100</p><p></p><p>1 gp per day, or $100 gets you a modest income, but more people are probably poor than modest in their income. 2 sp, or $20, is the average unskilled laborer.</p><p></p><p>Now, a noble's manor costs 25,000 gp, and 150 days (Assuming you are there to oversee the whole thing. It takes longer if you aren't pestering the foreman everyday, though I run it a bit more reasonably than that). Imagine that as about $2.5 million USD. Sounds pretty reasonable to me. Ships also have prices that make sense, and <em>most</em> of the goods and services make sense. Even weapons make sense if you realize that we are talking high-grade top of the line military armaments here, not a buck knife and a wall-hanger sword.</p><p></p><p>3e economy was rather messed up (although they stuck with the 1 sp = laborer's daily wage assumption, which 5e switched to 2 sp for some reason), so I was specifically paying attention to 5e and noticed it was a big improvement.</p><p></p><p>About the only thing that makes poor sense in the 5e economy, as written, is the magic item rarity suggestions. The game assumes a relatively low magic setting, but gives prices that only make sense (given the previous context) if magic is very widespread.</p><p></p><p>(Another minor problem with the pricing is cloth--it is way too expensive per yard, making it impossible to actually sell clothes at the prices given.)</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6810634, member: 6677017"] The thing is though, 5e has a more consistent system than prior versions, so knowing a few things can really make sense of the world and put everything else in context. Based on the assumed society, the best was to convert standard coinage (in USD) is: 1 cp = $1 1 sp = $10 1 gp = $100 1 gp per day, or $100 gets you a modest income, but more people are probably poor than modest in their income. 2 sp, or $20, is the average unskilled laborer. Now, a noble's manor costs 25,000 gp, and 150 days (Assuming you are there to oversee the whole thing. It takes longer if you aren't pestering the foreman everyday, though I run it a bit more reasonably than that). Imagine that as about $2.5 million USD. Sounds pretty reasonable to me. Ships also have prices that make sense, and [I]most[/I] of the goods and services make sense. Even weapons make sense if you realize that we are talking high-grade top of the line military armaments here, not a buck knife and a wall-hanger sword. 3e economy was rather messed up (although they stuck with the 1 sp = laborer's daily wage assumption, which 5e switched to 2 sp for some reason), so I was specifically paying attention to 5e and noticed it was a big improvement. About the only thing that makes poor sense in the 5e economy, as written, is the magic item rarity suggestions. The game assumes a relatively low magic setting, but gives prices that only make sense (given the previous context) if magic is very widespread. (Another minor problem with the pricing is cloth--it is way too expensive per yard, making it impossible to actually sell clothes at the prices given.) [/QUOTE]
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Teleportation circles costs *how* much?!
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