Re: Magic, NPCs and the economy



On Nov 27, 11:36 pm, Alcore <alc...@xxxxxxxxx> wrote:
On Tue, 27 Nov 2007, chris wrote:
DMG p.142 cautions that it is implausible for magic not to have its
effects on the campaign world. On the other hand, how much magic can how
many people encounter in a world where most people are 1st-level
commoners, the average income for a com1 (with max ranks in a craft or
profession and an appropriately-assigned 13) is 8.5gp per week, and even
0-level spells cost 5gp?

To put the gp figures into perspective, consider this: The median
household income in the United States was about $46000. If we assume 2
adults per household, that's $442.31 per adult per week. So in terms of
budget impact, 1gp is equivalent to around $50 US.

Here, I think, are some plausible answers for the baseline campaign world.

[snip]

Marvelous analysis. Thank you.

How do you deal with the accumulation problem?

I.e. Let's assume that everything you said is true... but it's a world
that has had several lengthy periods of civilization at this level or
higher in past ages. Perhaps the current age is now quite old...

The problem I'm getting to here is that permanent magic items really
should pile up. I.e. Everburning torches are in effect "forever"
burning.

Turn just one adventuring group loose and let them haul back the expected
level of loot from the dungeons in the region and soon you will be awash
in magic items.

Allow just one of your PC spellcasters to set up shop as an artisan... and
no reasonable marketplace should be able to absorb his output.

Anyway... just some questions to spike the conversation. I like the topic
and want to encourage it.

I pulled some ideas from GURPS Magic and tweaked the nature of D&D
magic items a bit. Enchanting an item does not change the underlying
nature of the item enchanted. So scrolls are still subject to mildew,
drying out, and rats. Anything made of metal (other than gold) will
rust or corrode if not taken care of. Items made of wood are still
subject to dry rot, worms, termites, and everything else. This makes
magical items less durable and allows you to explain their removal
from the game world rather than have parties run into armies of rust
monsters and the like.
.



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