WizarDru
Adventurer
Another thing you need to consider is that Joe Farmer isn't working for himself, and as often as not isn't working a full year's worth of work. Not only does he pay taxes, he's expected to work his liege lord's lands for a few months, and may have lots of other dues, besides. His upkeep is more than mere food and clothing, and he's usually barely scraping by. A good source for an idea of how Medieval economics work and how they relate to the D&D game would be "Magical Medieval Society: Western Europe". It's one of the best resources a DM can have for the actual economics of Medieval society, and how the heroes fit in it.
As hong alludes, the economics of D&D are somewhat preposterous, and not meant to realistically represent something even remotely close to the real world. When you stop to consider that a masterwork broadsword is worth more than what Joe Farmer expects to see in a couple of years, let alone a magical one, you see the problem. By the end of their professional careers, D&D characters have been trucking in more pure loot than most nations can muster to their defense. The core D&D setting assumes a lot of cash passing about.
Which is not to say you couldn't make it more realistic...just that you need to consider the far-reaching effects of such a choice, and the increased amount of work for all involved. One of the things that I always liked and disliked about GURPS is that all of the prices in all of the sourcebooks are listed in dollars ($), with the explanation that you'd translate the prices to your setting accordingly. It made understanding the economics of any particular setting simple, but lacked flavor.
As hong alludes, the economics of D&D are somewhat preposterous, and not meant to realistically represent something even remotely close to the real world. When you stop to consider that a masterwork broadsword is worth more than what Joe Farmer expects to see in a couple of years, let alone a magical one, you see the problem. By the end of their professional careers, D&D characters have been trucking in more pure loot than most nations can muster to their defense. The core D&D setting assumes a lot of cash passing about.
Which is not to say you couldn't make it more realistic...just that you need to consider the far-reaching effects of such a choice, and the increased amount of work for all involved. One of the things that I always liked and disliked about GURPS is that all of the prices in all of the sourcebooks are listed in dollars ($), with the explanation that you'd translate the prices to your setting accordingly. It made understanding the economics of any particular setting simple, but lacked flavor.