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Messages - Grez

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Homebrew and House Rules (D&D) / Re: D&D 3.5e Economy Overhaul
« on: October 12, 2012, 04:33:57 AM »
The currency changes suggested so far would be OK in a specific campaign, but as generic rules I think that they're too complicated. Anything that is to be used must be as simple or simpler than the current system in order to be useful to the game at large.

OK then, if we forget about the currency changes and leave that to the DMs then that still leaves the large wealth disparity between adventurers and commoners and the fact that, for example, no one bellow level 10 would be able to afford land, or how a king arms his army arms based on the cost of weapons/armor and the miniscule amount of tax he could extract from each of his commoners.

Anyway, back to the commoner who earns 100SC (3gp) per month, I guessed a high and low amount of iron ore a laborer could extract in one day, and coupled with the price of guards and tooling for the workers, I estimated that 1kg (~2lb) of iron would cost between 2SC (6cp) and 8SC (24cp). This assumes that the mine is about 4 days away from the city its sold in, that the merchant who sells it to the smith makes healthy profit (sells it at a 100% markup), and the mine owner takes home a healthy income (~400SC per month) from the day to day running of the mine as well.

Now, this is a far cry from the recommended 3gp for the same amount of iron (material cost for a short sword), so it would seem that the material cost is a large factor in why commoners cant afford even junk weapons, when in the middle ages even peasants could buy a crappy sword for less than a weeks pay. So it means that something needs to be corrected here, as even without the fact that wizards can summon vast quantities of iron in an instant, the price of iron I calculated should make a cheap sword easily affordable for a commoner.

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Homebrew and House Rules (D&D) / Re: D&D 3.5e Economy Overhaul
« on: October 11, 2012, 07:21:31 PM »
Another way to avoid coin trimming. Arcane Mark the coins. This means for an active kingdom, minted currency is backed...by the mage corps. Doctoring them is a promise to get your ass rearranged by some wizards.

I had a similar thought as well, if the local government had a group of mages and a special dye/press/etc to make that regions coins (or notes), then the coins could have an enchantment of some kind where they could glow faintly when a command word (known by most people) was spoken or placed near a special 'checking' coin (which could be brought readily). The enchantment would be created by the press in such a way that it would be extremely difficult for a mage to recreate the enchantment on counterfeit currency without the press.

Amusingly, D&D already has something like that in the Epic Level Handbook. The epic economy uses money minted by the temple of the god of wealth, and every bill is backed with the promise of spellcasting. Which means, if you look at it in a certain way, that epic level characters are using spell scrolls as money.

That's an interesting idea, how about if each currency could be backed by the promise of high level spell components (for the sake of simplicity lets use the 4e Astral Diamond, which would be a universal currency on the planes).

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Homebrew and House Rules (D&D) / Re: Problems with the standard system
« on: October 11, 2012, 02:01:36 AM »
That is exactly what a piece is in D&D: a standardized unit of weight.[/spoiler]

I realize that, what I was trying to point out is having the value of the coin governed by the value of the material causes several problems.
1 - It would be very easy for a criminal to trim off just enough material around the outside so that you couldn't tell it was smaller without comparing it to another coin and then remelt the scraps into another coin. If this coin was used in a place such as a bar where small amounts of coin are being exchanged all the time then it would be easy to dispose of these coins as no one would weigh them to see if they were legit.
2 - Minters would have different size molds, therefore the value of a gold coin would vary from mint to mint. This difference wouldn't be picked up by traders such as the barkeep who wouldnt weigh all the coins being exchanged to determine their value.
3 - If the coins were to be weighed then it would be easy for the merchant to rig the scales in his favor.
4 - In an world where 136kg of gold (15000gp) can be wished for in an instant and 1360kg (150000gp) can be used up in the creation of a single powerfull magic item. The value of gold wouldn't stay constant enough to be useful as a currency (hyper-inflation as every powerful enough wizard would be binding an effreet and wishing for 15000gp every day), and people would get fed up with finding that they will need to use tan extra wheelbarrow to carry tomorrows rent to their landlord.

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Homebrew and House Rules (D&D) / Re: D&D 3.5e Economy Overhaul
« on: October 10, 2012, 10:50:30 PM »
OK, so, if you remove all the 'creation' spells which result in matter being permanently brought into the universe from nothing* or ruin the game economy, and make spells like create water/food transmutation spells require an equal if not greater amount of materials to cast and are high level spells so most wizards wouldn't bother casting them unless they were desperate (transmuting lead to gold would require vast amounts of effort for little gain and bring the wrath of the gods on you). Then you can start to create a somewhat respectable economic system, although this still leaves spells like fabricate a potential breaker (maybe place tighter restrictions on these spells?).

*Although, when you cast a spell like that what you are effectively doing is converting arcane energy into matter via something similar to E=MC^2, but this would ultimately result in the the universe running out of arcane energy if the result was permanent. This is equally bad, as wizards would ultimately turn to other energy sources for their spells (such as corruption magic in the Dark Sun setting).

People will go to healers to heal them, and it will cost more money than most people make in a year, due to labor/demand/cost.  Remember than healing spells usually just heal damage, not disease, so they won't help with sickness most of the time.  This should keep the peasants down, and the medieval flavor of the setting.
Unless of course the healer in question receives his abilities from a divine source (which most would), in which case if he decided to charge huge prices for a service such as healing the sick then he would likely have is powers cut off (not really lawful good if you charge more than an entire years income for casting Remove Disease once, since you are clearly serving yourself without regards to others). That's not to say however that he wouldn't turn away those who he deemed not needing to be cured and would perform the service for free (would most likely take a donation for his church). For higher level spells like Resurrection he would obviously charge very high prices for as the people who would be needing a spell like that would be wealthy and taking vast amounts of money from them would be seen as just provided it was used further the work of his deity.

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Homebrew and House Rules (D&D) / Re: D&D 3.5e Economy Overhaul
« on: October 09, 2012, 06:21:57 PM »
Look at movie theater popcorn and designer jeans, both are marked up about 1000%. 
That's two extremes, one a result of a monopoly (only popcorn you got in OUR shop is allowed in our theater), the other a result of modern society in general placing value on a trademark rather then the quality of the product. The latter example obviously wouldn't happen in a typical fantasy world.

What would you recommend for a merchant that sets up shop in or near an infamously difficult dungeon and charges exorbitant fees for adventuring supplies?  Maybe he charges a fee to exchange currency as well.
[sarcasm]
That he also puts guards at the entrance to the dungeon who confiscate all weapons not brought at his shop, and charge exorbitantly high prices for mundane items and popcorn. Then, once the adventurers are dead, send in a more experienced group to loot their bodies and resell the items in the shop. Hell, he could even from an agreement with whatever is in the dungeon to supply them with a constant stream of ill-equipped adventurers if he could have the items back and they keep the money the adventurers had.
[/sarcasm]
Seriously though, if the characters are experienced enough to venture into the dungeon then they would either come prepared or just murder the shopkeeper and take the items. And why did the shopkeeper set up the shop there anyway? he is limiting his clientele to a very small group, as well as putting himself in extreme danger.

I get your point though, how about if I add a system where, say, a general store in a frontier town would charge more for an item then a store in the city its made? Mundane goods like food would receive only a small increase and specialized goods like tools would have a larger markup

Fees to convert currency is a given, it would take people all of 5 seconds to realize they could make money as a currency trader.

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Homebrew and House Rules (D&D) / Re: D&D 3.5e Economy Overhaul
« on: October 09, 2012, 04:33:04 PM »
Wow, re-reading this the following morning makes me feel like a bit of an idiot (serves me right for rushing that out in one night). I realize that the DMG2 has rules for businesses but they are far from in depth and the cost of setting up a business is so high that no one under level 10 could do it (which raises the question of how low level NPCs do it).

Yes, supply/demand effects everything, if an item is useful people will demand it, but if that same item is cheap and easy to make then a lot of people will try and make it. While a weapon is useful to an adventurer, if the number of smiths (say 1 to every 50 people) couldn't meet the demand and had to jack up their prices to the SRD type prices then lots more people would want to become smiths. What I will likely do is some kind of weighting factor, where each group of item (swords, potions, etc) would be subject to pseudo supply and demand using a similar system to the currency, with story events like war modifying the score of certain types of items.

And while the existence of spells like wish and fabricate would break the game economy, this is mostly intended for E6/T5, where spells as powerful as wish don't even remotely exist (except by gods) and fabricate would take a group of the most experienced wizards an entire day to cast.

I am ignoring the fact that a lot of small towns would have been under the feudal system, lets just assume for now that everyone is under a slightly more modern system (yes, I know).

I was considering something similar to what Tarkisflux suggested, smiths would have made mostly generic items like short swords and spears, and the because of this the price of those items would have been far less then what the SRD says, but weapons like great swords would have been far less common and more expensive. Also, the quality of the common swords and spears would have been far from ideal. What I will do is make the price and quality of a few common weapons very low, armies wouldn't have been too concerned with the quality of the weapon, only that they could buy X of them in Y time, and the characteristics would represent that (might give it something like a -1 to hit). If adventurers want a better sword then they can pay extra for various degrees of quality (ie, normal, masterwork, etc).

Also, with E6/T5 obviously armor is far more important, and the AC of armor like chain mail and plate would be worth the relatively huge price as access to magical weapons and armor, as well as the max BAB of +6 means that your plate is far more effective then what it is in standard 3.5e.

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Homebrew and House Rules (D&D) / Re: D&D 3.5e Economy Overhaul
« on: October 09, 2012, 01:02:03 AM »
Time permitting I will try and get this finished as soon as possible as well as implement any suggestions.

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Homebrew and House Rules (D&D) / Business and Banking rules
« on: October 09, 2012, 01:00:54 AM »
reserved

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Homebrew and House Rules (D&D) / Business and Banking rules
« on: October 09, 2012, 01:00:41 AM »
reserved

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Homebrew and House Rules (D&D) / Items
« on: October 09, 2012, 01:00:21 AM »
reserved

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Homebrew and House Rules (D&D) / Items
« on: October 09, 2012, 01:00:04 AM »
reserved

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Homebrew and House Rules (D&D) / Items
« on: October 09, 2012, 12:59:49 AM »
reserved

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Homebrew and House Rules (D&D) / Character Wealth
« on: October 09, 2012, 12:59:22 AM »
When the publishers came up with the profession rules and the figure of 3gp a month for a commoner’s income, I believe that they didn’t intend farming to be a profession, and indeed it doesn’t make sense for it to be. A profession is something you train for years for, it’s things like a blacksmith or alchemist, a farmer (at least in the time most D&D settings are set in) wasn’t something you studied to be, most of the time you started work on a farm as soon as you were old enough, and most of the time, it was unskilled, low paid work. Therefore, from now on a commoner will refer to a laborer working on a farm.

Therefore, since most of the settings population would have been laborers working on farms, it makes sense to develop a wealth system that is central to this. The monthly income of a commoner, for the sake of simplicity, will be 100SC.

Due to the training involved in professions, they would have been paid more for their services, years of training to be an armourer or soldier would give roughly the following. Income is also a product of experience.
Armorer - 200SC per month
Master Armorer – 300SC per month
Soldier (low ranking) - 150SC per month
Soldier (high ranking) – 250SC per month

Assuming that a master armorer is a level 4 commoner, and a high ranking soldier is a level 3 warrior, this implies that:
Level 1 Adventurer – 200SC per month
Level 3 Adventurer – 300SC per month
Level 6 Adventurer – 550SC per month
These are average monthly income figures for an ‘I spend all my time killing bandits and monsters in caves’ type adventurer, and don’t take into account the extra loot they would collect while doing these jobs, which would in some cases significantly increase their income.

As the armorer and soldier are using the profession skill for their income, it will need to be slightly reworked:
 - Instead of receiving half the result of the check in gold pieces, receive 4x the check in SC.
 - If the character has no ranks in the applicable Profession skill, only receive double the check result.
This results in a level 1 commoner with 4 ranks in Profession[ArmorSmith] receiving around 52SC per week, and a level 4 commoner with 17 ranks getting 76SC (assuming he spent his stat increase and feats wisely).

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Homebrew and House Rules (D&D) / Currency
« on: October 09, 2012, 12:59:04 AM »
Currency is at the heart of most adventurers’ interests; it’s his means and ends. However, the currency presented in the PHB/DMG is greatly simplified as the publishers assumed that most people want to do the following:
1 – Kill things.
2 – Take their stuff and money.
3 – Sell stuff for more money and use that money to get better stuff.
4 – Repeat until the character has enough money to retire.
Why would a player want to deal with different currencies when travelling from one country to the next? For most players, all they want to do is deduct a number of gold pieces from their total and receive an item.

But what if someone didn’t want to use that system? What if they wanted to have to deal with different currencies and their respective values? What if they didn’t want to go adventuring and instead make a living forging or trading currency?
Well this is for those players.

Today, a coin in use as an official currency has its value is determined by the value and face stamped on it, in D&D it’s determined by the value of the metal it’s made from. This leads to several problems, which I stated above. These problems can be ignored by players not interested in this stuff, but for those who like realism it’s a letdown.

One solution for this is to introduce currency specific to a region or state, no longer determined by the value of the metal but instead the value and face stamped on it. Each region or state could either have their own currency, or, for those who regularly trade, share a currency (similar to the EU the Euro). The relative worth of each currency could either be determined by rolling a dice to determine if its value should rise or fall and/or be story driven.

A method for doing this is to have at the start of the campaign roll 2d100 to determine the starting score for each currency, then, at an in game interval decided by the DM, roll 1d6 to see if and how it changes in score.
1d6 result:
1 - Reduce score by 2
2 - Reduce score by 1
3 - Unchanged
4 - Unchanged
5 - Increase score by 1
6 - Increase score by 2

A score of 100 means that when buying goods or services with that currency (if the recipient accepts it) then it is purchased at a 1:1 rate with the price in standard coins. For each point above 100 the price in that currency decreases by 1%, for each point below 100 the price increases. No score can be 0 or 200.

Example: The warrior Fleycher wants to buy a new sword, he has both Dynostian (with a score of 150) and Anoghalian (with a score of 50) currency, the smith accepts both currencies. He decides to pay with the Dynostian coins as they are worth more and recently the value for them has been decreasing, while the Anoghalian coins have been slowly increasing in value after their war with Knothal has ended.  He pays 5 Dynostian kerbs (equivalent of 10 standard coins) and receives his new sword.

For the sake of simplicity, the system of each subsequent coin being worth 10 of the coins below it will be kept, although DMs could feel free to do otherwise. Currency exchange will likley be a big part of the world economy, and traders will most likely only accept their own or neighboring states currency.

The material from which most coins would be made would is copper, with high value coins being made from silver. Gold, if its found by the adventurers will most likley be found as ingots for jewelers, occasional it will be in the form of coins, but almost no traders would accept them as they have probably never even seen one. As most coins will be made of the same material, forgery could be used to melt down low value coins and re-cast them as higher value ones, turning a profit. This would also make forgery a worthwhile skill for most characters so they can spot fake currency when receiving it.

For the rest of this homebrew the currency used will be SC, or standard coins, which the values of items will be in, and campaign specific currencies will be compared to.

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Homebrew and House Rules (D&D) / How I will fix it
« on: October 09, 2012, 12:58:43 AM »
How I propose to fix these things:

Change the scaling of the WBL system, being an adventurer is risky, but not so risky that if you survive one year you can retire. The commoner will retain his 3gp a month income.
The value of the object, which currently is based on the usefulness of the item, will be rescaled to represent the time and effort taken to obtain or make. To compensate for the massive increase in the cost of some items, such as chain mail and full plate (which in reality took months, sometimes years to make), the properties of those items will be slightly adjusted. For things such as magical items, it will simply mean that money can’t buy them due to the price the crafter pays in making the item.

Coins will no longer be determined by the value of the metal they are made from; instead most will be copper with their value will be stamped on them. A consequence of this is that forgery will be a very useful skill which a character could be based around, as he/she could melt down low value coins and re-cast them into more valuable ones. Characters could be based around working for a wealthy trader, looking for forgeries through magical or conventional means.

Separate states could have their own currency, or several states could partner and share a currency. The relative value of each currency would fluctuate with supply/demand, changing the cost of goods going in and out of the associated state. This could be determined randomly or driven by the story. On top of this the cost of raw materials such as grain or iron could also fluctuate through the same method.

The introduction of banking and business rules. In all settings shops and businesses exist but there are no rules for determining the productivity or operation of those establishments. The introduction of even simple banks would be logical as well if we are going to include rules such as these. Remember, not all adventurers are murder-hobos, some are employees of large businesses out on jobs or people seeking riches who come across a suitable site for a gold mine.

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Homebrew and House Rules (D&D) / Problems with the standard system
« on: October 09, 2012, 12:57:47 AM »
For me, the problems with the usual economy and monetary system of 3.5e are:

Adventurers earn far more then what they should compared to a non-adventurer, enough that they could leave their village/town/city and return a year later with enough wealth to retire. Although adventurers live a dangerous life, if they can potentially earn that much in a single year then why don’t far more people do it? Why would a soldier, with comparative skills to an adventurer stay in the army when he could be striking it rich in a far away land?

Most items are either vastly overpriced or vastly under priced, in D&D even a short sword is a huge investment for a commoner, while in the Middle Ages a similar sword could be had for roughly half a week’s wages.
In medieval England the lowest paid were unskilled laborers (same as today), who earned around 40 Shillings a year, a common sword (not good quality, but a sword none the less) cost around 6 Pence (half a shilling). In 3.5e, a short sword costs 10gp, the income of a commoner (from the PHB and DMG) is 3gp a month (I will ignore the income he would gain by skilling Profession [X] for the time being). Of course, one could argue that the commoners wage is far below what it should be, but looking at the cost of food and comparing it with the real world medieval prices he is actually earning roughly what he should be.

The money used are coins or platinum, gold, silver, and copper. These are universal coins and can be spent anywhere in the campaign world. The only way for this to work is for the value of the coins value to be standardised is if they have a given weight (ie, the value of the coin is determined by the value of the metal it’s made from).

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Homebrew and House Rules (D&D) / D&D 3.5e Economy Overhaul
« on: October 09, 2012, 12:56:38 AM »
I will start by saying that not all of the content here is of my own original thought, nor do I claim that it is, several of the ideas I present here I seen at various places and combined it with a lot of my own. I apologize if the creators of the ideas I have used become upset at this. As with most homebrew, any suggestions are welcome.

The reason for this homebrew is to fix one of my biggest problems with D&D, as well as a lot of other systems,which is the broken and very unrealistic economy, even in a universe where magic exists. While there have been various attempts to fix this, I will be going far further.

The main target for this is E6/T5, gritty fantasy where the players want realism while still being fun. The aim of this is to add to setting through a more realistic economy, ever changing and providing opportunities to savvy characters, PCs and NPCs alike.

Although this is 3.5e specific, there is no reason why it can’t be applied to other systems with minor modifications.



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Introduce Yourself / Hi!
« on: October 08, 2012, 11:17:44 PM »
Hi

The PnP game I play mostly is 3.5 (particularly like E6) and joined to write up a few houserules to hopefully fix a few of the gripes I have with the game.

Also play a lot of computer games such as Dota and CS, other hobbies include fabrication (making stuff out of metal) and cars.

Home country is New Zealand.

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