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<blockquote data-quote="darkrose50" data-source="post: 7327505" data-attributes="member: 70793"><p>I have. I moved off of the gold standard, and onto the silver. There are 260 (or whatnot) coins to a pond. Enchanted steel is valuable by the pound so that the heavier magical arms and armor are more valuable than the lighter. Dwarves can produce and field more suits of armor (being shorter), and this is part of why they are seen as masters. Mana spirits seek to unlock magic trapped in items and return it to the ecosystem. Possession, attunement, wards, and ledged keep an item from being deconstructed. Wards can drive the spirits into rage or madness. Wealthy families or powerful organizations often need to hire powerful souls to attune a magical item, if they lack the capacity. Trade, danger, intrigue.</p><p></p><p></p><p></p><p>I pay them to write rules. I half-expect some-sort of economic magical rules at some point. Not having them was likely a combination of marketing, putting it off or perhaps being lazy. Magical items interacting with the economy should be a baseline expectation especially as The Forgotten Realms is the assumed base-line setting.</p><p></p><p>It is a very commonly held belief that paradoxically magical treasure should not be valued or that somehow its value is priced so high that it does not make economic sense with the simple idea of supply and demand. </p><p></p><p>For me for a world to feel immersive it needs to have people acting like people. People would figure out a way to sell magical items (auction houses, agents, mages guilds, merchants, collectors, the royalty, the nobility . . . basically people). People not bartering things of value is un-people-like. Magic should be valued. Treasure should be valued. If anything the demand should outpace the supply for it to be considered treasure.</p></blockquote><p></p>
[QUOTE="darkrose50, post: 7327505, member: 70793"] I have. I moved off of the gold standard, and onto the silver. There are 260 (or whatnot) coins to a pond. Enchanted steel is valuable by the pound so that the heavier magical arms and armor are more valuable than the lighter. Dwarves can produce and field more suits of armor (being shorter), and this is part of why they are seen as masters. Mana spirits seek to unlock magic trapped in items and return it to the ecosystem. Possession, attunement, wards, and ledged keep an item from being deconstructed. Wards can drive the spirits into rage or madness. Wealthy families or powerful organizations often need to hire powerful souls to attune a magical item, if they lack the capacity. Trade, danger, intrigue. I pay them to write rules. I half-expect some-sort of economic magical rules at some point. Not having them was likely a combination of marketing, putting it off or perhaps being lazy. Magical items interacting with the economy should be a baseline expectation especially as The Forgotten Realms is the assumed base-line setting. It is a very commonly held belief that paradoxically magical treasure should not be valued or that somehow its value is priced so high that it does not make economic sense with the simple idea of supply and demand. For me for a world to feel immersive it needs to have people acting like people. People would figure out a way to sell magical items (auction houses, agents, mages guilds, merchants, collectors, the royalty, the nobility . . . basically people). People not bartering things of value is un-people-like. Magic should be valued. Treasure should be valued. If anything the demand should outpace the supply for it to be considered treasure. [/QUOTE]
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