| Laurefindel |
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here's my new Craft/Profession/Perform system.
I didn't want to clutter this tread, so I created a new one.
all suggestions, comments and critiques are welcome!
'findel
Luminiere Solas
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in my experiences with 3.5 dnd, any item could be purchased as long as its price didn't exceed the gold piece limit of where it was bought.
for example a town with a gp limit of 16,000 or more essentially had plate marts, and a magic items r us store that sold enchantments worth less then 16,000 gold pieces. which is just about anything below a +4 stat booster. a healing belt is better than a wand of cure light wounds, for the same price (assuming ongoing campaign) effectively cure moderate wounds 3 times a day. (without the bonuses) which means it's pays itself off in 17 game days, and proves cheaper after 20. and you don't have to be a divine caster to use it.
he just called it look through the dmg, or mic and take any item worth less than X that you can afford, write it on scratch paper and ask me.
now he's playing core which removes the magic item compendium.
why do the craft rules exist, but to cheapen the value of an expensive item?
but why tax a cleric a domain just to craft a holy weapon?
craft shouldn't be skills, it should be a series of feats.
| pinkycatcher |
Then again, we are talking about an economy where workers earn 1 silver per week, and a successful adventuring party comes back with enough treasure to buy out the entire kingdom (not at low levels, but one good dragon hoard and...).RPG economies would give an economist a nervous breakdown.
Only unskilled workers earn 1sp a week, and really that should probably be 1sp a day. Basically a 1 skill point profession or craft or perform worker can earn like 550gp a year. People arent as poor as you think they are.
And as an economist rpg economies don't give me a nervous breakdown, it's just a lot of work, and theres no consistent rules you can apply, as a dm it's best to just talk to your players and do a little research on time it historically took to make something then come out with a die roll based on that.
The problem with simulating an economy is that you have to simulate individual people, and even in small town you can see the problems with any system when they get to 100-200-1000 people. You can simulate macro economies much easier, and a dm can simulate a single individual easy, but that mid level where prices are determined are incredibly hard.
Also with wealth disparity in the middle ages, a normal skilled worker earning 550gp, would probably put a noble at 550gp a month at a low level, given years of savings and power, even a 10th level adventurer would be hard pressed to buy a kingdom, now around 16-20th levels maybe.