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Using magic to make money
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<blockquote data-quote="Celebrim" data-source="post: 5636961" data-attributes="member: 4937"><p>I can't recall it being very common. Even when I was a PC in a campaign with a very heavy merchantile focus, most money was made through exploiting ordinary labor (which is vastly underpriced in D&D) and trade. There is generally something more satisfying about 'honest labor' like owning a bar or a plantation or a mine or a fleet of ships than exploiting a spell loophole.</p><p></p><p>In most campaigns I've been in or run, society is acustomed to the presence of any sort of low level spell, and so generally is well equipped to protect itself from arcane skullduggery. You can con a few niave marks, but trying to pull off a bigger scam is itself niave (it implies the player believes no one has ever tried this before). </p><p></p><p>In my game, PC's would run headlong into competition with existing Hedge Mages who sell their services for a fee. In many areas of my campaign world, Hedge Mages are part of a powerful guild with the backing of an equally powerful temple, so the PC's might literally be breaking the law. </p><p></p><p>There are spells like mending, minor creation, and fabricate which can have pretty large potential economic impacts on the society as a whole if they are available, but the PC's would have a hard time exploiting these. Because the society preexists the PC's, virtually anything that they think of which is reasonable, is probably already a line of business for someone who both can undercut them on prices, has existing clientel, a good reputation, and who is perfectly happy living a boring life.</p><p></p><p>Besides, Clerics generally have a much easier time working the service industry. I mean, if you don't have your health, you don't have anything. Honestly, I find the arcane spellcaster list way too focused on dungeoneering. I've seen attempts to alleviate this before, but they are generally designed with the 'if it isn't useful in a dungeon, it must be a low level spell' mentality. </p><p></p><p></p><p></p><p>Dangerous practice because 'Break Enchantment' can be used to reverse instantaneous effects. Also, the Masons Guild may object, and they also are backed up by a very powerful temple, and are generally considered to be extremely dangerous.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5636961, member: 4937"] I can't recall it being very common. Even when I was a PC in a campaign with a very heavy merchantile focus, most money was made through exploiting ordinary labor (which is vastly underpriced in D&D) and trade. There is generally something more satisfying about 'honest labor' like owning a bar or a plantation or a mine or a fleet of ships than exploiting a spell loophole. In most campaigns I've been in or run, society is acustomed to the presence of any sort of low level spell, and so generally is well equipped to protect itself from arcane skullduggery. You can con a few niave marks, but trying to pull off a bigger scam is itself niave (it implies the player believes no one has ever tried this before). In my game, PC's would run headlong into competition with existing Hedge Mages who sell their services for a fee. In many areas of my campaign world, Hedge Mages are part of a powerful guild with the backing of an equally powerful temple, so the PC's might literally be breaking the law. There are spells like mending, minor creation, and fabricate which can have pretty large potential economic impacts on the society as a whole if they are available, but the PC's would have a hard time exploiting these. Because the society preexists the PC's, virtually anything that they think of which is reasonable, is probably already a line of business for someone who both can undercut them on prices, has existing clientel, a good reputation, and who is perfectly happy living a boring life. Besides, Clerics generally have a much easier time working the service industry. I mean, if you don't have your health, you don't have anything. Honestly, I find the arcane spellcaster list way too focused on dungeoneering. I've seen attempts to alleviate this before, but they are generally designed with the 'if it isn't useful in a dungeon, it must be a low level spell' mentality. Dangerous practice because 'Break Enchantment' can be used to reverse instantaneous effects. Also, the Masons Guild may object, and they also are backed up by a very powerful temple, and are generally considered to be extremely dangerous. [/QUOTE]
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