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<blockquote data-quote="Kobold Boots" data-source="post: 7327993" data-attributes="member: 92239"><p>Just to point something out.</p><p></p><p>Economic systems are generally based on the common folk, the cost to feed and clothe them, and generally to provide productivity to the next strata.</p><p>The next stratas economic system is generally based on the cost to protect and support the lower caste such that they don't rise up.</p><p>The next strata up cares about keeping the immediately lower one in line and needs to be able to bribe them with land.</p><p></p><p>Where magic items fit into this varies, but it's generally the premise of the third strata. If too many exist in the middle then they'll rise up. Often times this pressure is forgotten when DMs make their economic systems and it results in creation of one that doesn't make sense.</p><p></p><p>Where adventurers fit into this varies as they level but it should be generally the premise of the first and second strata for as long as they are active adventurers. They shouldn't be groveling for food, but if their wealth can rival a duke or king then they'll be the first people the nobility will try to gain favor with. If they don't kiss the ring.. they better be ready to have enemies.</p><p></p><p>Regardless, no noble is going to be ok with the free sale of magic items. Beyond this any economic discussion that is not also a political discussion is missing half of the system. A feudal society by itself will not support capitalism on a grand scale unless industrialism (perhaps in D&D industrialism is replaced by magic) takes over and when it does, the middle class is created that eventually overthrows the feudal system as the standard of living rises independent of royal fiat. Land, Labor, Capital = death of kings.</p><p></p><p>So much better to just treat magic items like wonders created by brilliant craftsmen and have them pool at the top of the chain to be stolen or taken through killing the owners. Wait, that sounds like D&D.. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Back to the point though. Depending on what level 6 means in your campaign will determine the appropriate amount of wealth. If you want them to be burgeoning nobles at this point they'd need the amount necessary to maintain the lifestyle appropriate for that level of nobility in your game. If you want them to be adventurers, they need enough to maintain travel, retainers and a support system such that they don't need to work in the fields and can hone their skills. In the real world, folks like that had patrons.</p><p></p><p>Two cents.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7327993, member: 92239"] Just to point something out. Economic systems are generally based on the common folk, the cost to feed and clothe them, and generally to provide productivity to the next strata. The next stratas economic system is generally based on the cost to protect and support the lower caste such that they don't rise up. The next strata up cares about keeping the immediately lower one in line and needs to be able to bribe them with land. Where magic items fit into this varies, but it's generally the premise of the third strata. If too many exist in the middle then they'll rise up. Often times this pressure is forgotten when DMs make their economic systems and it results in creation of one that doesn't make sense. Where adventurers fit into this varies as they level but it should be generally the premise of the first and second strata for as long as they are active adventurers. They shouldn't be groveling for food, but if their wealth can rival a duke or king then they'll be the first people the nobility will try to gain favor with. If they don't kiss the ring.. they better be ready to have enemies. Regardless, no noble is going to be ok with the free sale of magic items. Beyond this any economic discussion that is not also a political discussion is missing half of the system. A feudal society by itself will not support capitalism on a grand scale unless industrialism (perhaps in D&D industrialism is replaced by magic) takes over and when it does, the middle class is created that eventually overthrows the feudal system as the standard of living rises independent of royal fiat. Land, Labor, Capital = death of kings. So much better to just treat magic items like wonders created by brilliant craftsmen and have them pool at the top of the chain to be stolen or taken through killing the owners. Wait, that sounds like D&D.. :) Back to the point though. Depending on what level 6 means in your campaign will determine the appropriate amount of wealth. If you want them to be burgeoning nobles at this point they'd need the amount necessary to maintain the lifestyle appropriate for that level of nobility in your game. If you want them to be adventurers, they need enough to maintain travel, retainers and a support system such that they don't need to work in the fields and can hone their skills. In the real world, folks like that had patrons. Two cents. [/QUOTE]
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