Economics in DnD, Pathfinder 2e, and other TTRPGs
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- Опубликовано: 20 авг 2024
- In this video I discuss economics in DnD, Pathfinder 2e, Symbaroum, DnD 5e, Castles & Crusades and other TTRPGs. I also offer examples of economic systems for use in DnD and how to build economics in your DnD campaign.
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gp limits of 3.5 handled this problem. if the town is a certain size theres a limit of X in the day to day shops, and 2x that if they have contacts and good fame, x4 if you have black market skills.
Player: "Why can't I get this item from the local village?"
Dm: "There is a local Magi-mart, but the carts have been waylaid by bandits for the past few weeks and they don't much because adventurers who didn't have time to help bought everything. "
Player: "Can I pay extra to have it portal mailed?"
Dm: "The portal tower isn't working. The Wizard in charge can't stop sneezing. He's getting older, has shaky hands already, and sneezing doesn't help his spell casting any."
Player: "Is there any way to get this item?"
Dm: "Well... you could either solve the bandit problem and hopefully the item will be returned to the shop so you can then buy it. Help the wizard so he can get your item shipped in as normal... maybe even without an extra charge. Or go to a larger town, as it would be more likely to have what you need. The caravans at larger towns have better guards."
Player: "Well... what about a hireling? Does the town have any of those?"
*Dice Roll.* *Dice Roll.*
Dm: "The local sawmill shut down recently. There are five people looking for work."
*Dice Roll.* *Dice Roll.* *Dice Roll.* *Dice Roll.* *Dice Roll.*
"A level one, two level twos, a level four, and a level five."
Player: *Sigh* "But we're level nine...?"
Dm: "Yes, that's why the town needed your help. Most people are low level, plus the local tower wizard is old and cranky. He could only ward the dragon off, not slay it or chase it back to its lair. He has back problems. Standing for long periods of time is stressful and his flying carpet is in the shop."
Player: "Fine... what exactly would the wizard need done?"
Dm: "There's an few different plants, which may or may not try to eat you, up in the mountains. The wizard can't go because of his back, and his carpet being in the shop."
Player: "Right, right... his back... and what about the bandits? Would you say they have lots of gold and are just as willing to kill us as the plants?"
Dm: "I mean... ya... probably."
Player: "We talked it over and we'll try killing the bandits."
Dm: "I mean... if you're sure..."
*Sometime Later*
Dm: "Entering the last room of the bandit hideout, you see five figures. Standing before you, in the center of the room, is the portal tower wizard." *Creaky old voice "It would seem you have discovered the racket I've been running by having people pay extra to have things portaled into town. I'm terribly sorry, youngin's... but I'll have to ask you to die now. Or join me. I do have cookies if you'd like to join me. I bake them myself. My wife and I used to bake them together for the local school lunches before she... ah... well... enough of that. Please join or die, I thank you very much either way you choose."
Player: "W-Wait a second... isn't this the guy who can ward off dragons by himself?"
Dm: "That would be the guy."
Player: "Is he within... uh... 30 ft.?"
Dm: "Yes...?"
Player: "I teleport over and kick him in the back."
Player: *Dice Rolls* "Nat 20."
Dm: "He screams and puts a hand on his back. He is now enraged at you. Out of your entire party, he will likely try to kill you first. Joining him is no longer an option for any of you. You all have advantage against the wizard for the rest of the fight and the wizard has disadvantage on spellcasting."
Very cool! I'd also like to mention the trade routes of Harnworld as great examples and sources of ideas.
I don't have an official system like this but I tend to do it by applying common sense when the PCs are looking for something. Having a quick cheat sheet that helps you remain consistent would probably be a good idea, though.
I think it doesn't even have to be that consistent. It's a medievalish world so it's natural for there to be exceptions and surprises. Nowadays I would most likely utilize a bit of on the spot randomization combined with common sense.
as an alternate sourse AD&D First Ed. DMG ..
and using that system where gp = xp and only if you have it in possession or in a stronghold then economics becomes very important .
I would like to hear about your world and how things work there.
what if there was only so much "value" available for purchase? i mean, a simple farm isn't gonna sell you all their food... you could limit what you can by to like 20gp... and due to the scarcity, the farmers will make you pay through the nose for what is available.
You have borrowed abtract tables from other games that are virtually just hand waiving. What might an actual town in 5E look like?
Let's say a Wizard met a lonely Druid and fell in love. They started a settlement.
The Druid (proficient with herbalism kit) is level 5 with Magic Initiate feat for Cleric. Gets the cantrips mending and prestidigitation with the first level spell Ceremony.
Crafts potions, antitoxin and holy water (from Ceremony).
Casts Plant Growth on the 8 one mile diameter farms centered on a one mile diameter urban area (3x3 grid). Approx. 6 square miles total farmland or 3840 acres.
If the spell recreates our current level of agriculture (feed one person with 5.5 acres), then food and byproducts (leather, cloth, oils, etc.) for roughly 700 medium creatures.
A Wizard level 7 casts Fabricate to make buildings. With Arcane Recovery, that is one 10 foot cube of mud turned into 1000 cubic feet of bricks every 4 days.
A floored house 20 ft long x 20 ft wide x 10 ft. high of bricks (1 ft. long x 1 ft. high x by 6 inches wide), plus supports with a roof, is approx. 500 cubic feet of bricks. Two such structures provide a building.
So from 260 work days per year, that is about 60 buildings. They might attract 60 commoner/farmers with a spouse and children, or about 300 citizens.
The Wizard could continue to fabricate more structures or defenses as the settlement grows. A 5x5 grid of farms would support three times the population and so on.
The commoner/farmers might be Expert level 5 faithful Sidekicks of the Druid. Each Sidekick would have 5 skill (2 of which are expert) and 2 tool proficiencies, as well as simple weapons and light armor for a militia.
A modest meal for a day is 3 silvers and a gallon of ale 2 or half a gold piece. The village produces enough for an extra 400 medium creatures or 200 gold per day which is 73,000 gold per year. That's only about 1200 gold per farmer. A skilled NPC can earn 2 gold per work day or 520 per year. The farmers benefit from a doubled harvest, so that is about right. Using this tax base, the Druid crafts a combination of up to 250 healing potions or antitoxin per year as well as holy water. The Wizard crafts common and uncommon magic items. Thus, the town provides everything that a tier I or II party might need.
The charts I sited are not abstract nor are they hand waving. They give guidance to build a meaningful world.
Of course your example could happen (it’s fantasy), but it’s an odd and unlikely scenario. And yes, 5e would of course allow for such game mechanics as you describe in creating a settlement like that (I’m not much of a 5e fan after running it for years).
Hi Matthias. Have you looked up the availability system in Warhammer Fantasy RPG? That sets prices and availabilty in accordance with the size of the community, from village to town to city. In most cases, I avoid the systems of D&D because, well, it is a shitty system since 1974.
Yup. I do enjoy WFRP
Well, remember D&Ds system in the late 70s and early 80s was about as good as it got. It even rolled well past Y2K. So ...