D&D Economics 101


3.5/d20/OGL

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Brilliant game now, honestly.

I didn;t play it "in it's time..."

Okay, you all are making me feel old...


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
das schwarze Auge wrote:
Jeremy Mac Donald wrote:

I'm not really sure they were that dear. One of the most expensive mundane weapons in the book is the Longbow. Thing is every male peasant in england had a longbow at one point. In fact it was the law that they had to practice with the thing just in case their liege lord decided to head off to the wars in France.

Oh, not true. The longbow required skill and practice to use effectively. That was why peasant levies were equipped with crossbows: they required far less skill and training to master. Firearms even less so, and they replaced the crossbow.

Besides, peasants were too busy working for their lord AND for their family's sustenance. Yeomen (small land-owners) were the ones required to train with the longbow (after the English gained control of Wales, at least), as they could afford the time and money involved.

EDIT: I simplified in the above example. IIRC, there were distinct differences in English Common Law between peasants/serfs and "citizens, burgesses, free tenants, villeins," including the rights and responsibilities of each.

As far as the "magic shop" mentality goes, strictly enforcing the gp limit of the community (DMG pg. 137) can keep things within reason. As I wrote in this thread, the way I usually handle it is:

On the low end, I have adepts with Craft (Alchemy), Profession (Hebalist), and Brew Potion selling useful substances, medicines, and the occasional 0-level or 1st-level potion (which are within the price range of a successful artisan or minor merchant, petty nobles, etc.). Even a 25gp potion of cure minor wounds can keep someone from dying in an accident before the local cleric arrives.

In the middle are the merchants who sell high-quality items (armor, weapons, jewelry), some of which (probably no more than one or two) may have minor enchantments (like a masterwork longsword that can be commanded to activate a magic weapon effect once per day; 675gp). These cater to the successful merchants, lower nobility, guildmasters, etc., as well as any adventurers who may be in the area (adventurers are notoriously poor clients, as they have the tendency to die, retire, or leave the area after a short period of time, instead of being regular customers).

At the high end, there are establishments in cities that specialize in magical wares. Usually, they are either associated with or regulated by a mages' or wizards' guild, order, or school. They cater to the mages' or wizards' guild/order/school, the nobility, wealthy merchants, and adventurers (because cities are usually the only place to buy and sell most magic items, there are enough adventurers buying and selling to make this worthwhile). Most of the items will be common +1 or +2 items and limited to the minor lists (as should the majority of the treasure found as loot).

Apart from that, the only other sources of magical items are churches, commissioning an item, or enchanting it yourself. Churches are likely to have a stock of items for use in emergencies, but convincing them to sell any of them will be tough going; a member of the church (or of the church clergy) will likely be able to request a few items on occasion if they can convince the church leadership that it is in the church's and deity's interest. It should also be possible to locate a spellcaster who is willing to create an item "to spec;" this should follow the pricing and time guidelines in the DMG; this helps keep the rest of the party from getting upset over "doing nothing" while the wizard scribes new spells into their spellbook; note that this can also be used an adventure hook, when the spellcaster requests special materials to meet the characters request... In the end, use of the item creation feats by a party member is always an option when looking for the perfect item; allowing other party members to contribute to the XP cost will keep things fair within the party, so the item enchanter doesn't lag behind the rest of the group.

Scarab Sages

Video Games have "Item Slots". D&D has "Item Slots". Players want money PRIMARILY to buy things to put in these slots.

I use the "BUC" system as well (Basic Universal Currency...where 1gp(or sp etc) is equivalent to $X dollars. This WORKS very well for mundane items, equipment, etc. It doesn't work in terms of 3E and its explicit need for characters to be equipped (Have those item slots filled with appropriate gear).

The solution means more work for the DM, but we grognards have been doing since day 1. Basically, you give the players the gear they want/need in the treasure. Of course, knowing what the want is tough and blatantly asking and putting that in the next hoard ruins versimilitude. So its easier said then done.

I use magic shops...they are basically alchemists who have a few levels of adept/sorcerer. They primarily provide potions and scrolls. In larger towns there are "artificer-smiths" who provide magic weapons and armor. The +1 to +3 variety only depending on the size of the town. (I allow non-spellcasters to take craft arms and armor feat. Using the craft skill they have a chance to make a magic weapon of the plus variety)

This means that armies can be fitted with elite troops with +1 weapons, etc if a nation is wealthy enough without needing an army of wizards to do it.

If you want something "special" it basically boils down to "do it yourself" or "Go on an adventure".

Adding all this up, it works pretty well. Players typically get what they want because I make sure they get it (sometimes with a twist...and sometimes they don't get what they want, but what they'll need for the next adventure), and if they don't like it, they can sell it like normal. And if they want something specific, there is enough of a response-cost that they will be a bit choosier.


Dragonchess Player wrote:
...like a masterwork longsword that can be commanded to activate a magic weapon effect once per day; 675gp...

I like that one a lot, it fills a good gap in the weapon price range !

Thanks.

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