RandomCasualty2 wrote:
Same thing with flesh to salt. If salt isn't worth dick, then nobody cares if you can churn it out. That's just the way economies work.
Perfect economies work that way. Real economies don't because people will sell at the prices that maximize profits and manipulate the market.
It works like this: you undercut the people that produce salt by mining it or getting it from sea water, driving them out of business. Then as the sole producer of it, you raise prices again and any time someone tries to compete you drive them out of business again until no one is willing to compete with you.
This doesn't even take into account the fact that as a mid-level wizard you can control men's minds, send demon assassins, or set their entire village on fire and control the market that way.
This doesn't even take into account the fact that of the hundred or so guys on the planet who can use the spell, you don't even
have to compete with each other. The guy that runs the salt scheme doesn't have to talk to the guy running the demon brothel or the guy using Fabricate to turn raw goods into masterwork items or the guy using teleport to sell spices from one side of the world for gems on the other side or the guy that sells ivory from fiendish elephants he called up. Literally any powerful magician can carve out a niche for himself for infinite wealth and the only limit to the schemes
is the number of powerful magicians in the world.
And I'm all with the guys that say "it's a game, and you have to ignore some things." Sure, I agree with that in the sense that I think monetary wealth should just be moot after a certain level. The instant I get an army of fanatically loyal tiny men (Leadership feat, charm, whatever), we can just assume they can get me as much wealth as I need to buy things that can be bought with wealth and for the things I need to fight for we have adventures. I actually feel more like a hero when I don't have to worry about how I am going to drag a giant obsidian statue of a frog out of a underground and underwater temple so that I can sell it to buy a magic sword.
RandomCasualty2 wrote:
As far as why peasants can sell supercurrency, mostly it'd just be selling it to good aligned characters, who give them money as a sense of fairness, also since the money is not as valuable as the supercurrency anyway.
Adventurers are doing peasants a favor by taking any planar currency in the same way adults might take live hand grenades away from small children. The Deceptecon and energon metaphor is apt because while there are adventurers who might take vengeance for any killed peasants, those peasants are a still dead.
Heck, even the Mona Lisa metaphor works. If I work at a bar and someone tries to buy a drink with it, I'd know that either it's:
a.) Stolen, and I'll get in trouble with the authorities for owning it.
b.) Stolen, and the criminals who stole it will probably kill me to get it back or hide their traces.
c.) A fake AND the consequences of option A or B will happen.
DnD does not support capitalism in any fashion, and neither does the feudal governments of most DnD settings. Heck, the 21st century does not support capitalism very well considering only a small proportion of the world's people use it as a means of exchange.
Property rights are a interesting thing in that they only exist between people of equal power and they only belong to those people capable of enforcing them. In modern black market economies, for example, getting ripped off or killed for your stuff is totally common because parties involved don't have equal power. (See any drug cartel ever for a model.)
And in a world with adventurers and heroes, no one is going to run around risking their lives and their souls for mere property rights when keeping demons from overrunning civilization is a full-time job. I mean, did Frodo return Sauron's stolen property to him or did he keep it, use it, and then chuck it into a volcano because it was safer that way?