Balancing wealth: No one wants to buy your crap.
Posted: Mon Jul 19, 2004 6:12 pm
I've been brainstorming ways to prevent DnD players from pulling the gold out of people's fillings at the end of every battle.
Idea one:
No one wants to buy your crap. In my mind, an economy is based on a elaborate weave of shared dependency. The baker only buys his flour from the flour guy, and the flour guy only gets his wheat from the wheat guy. They have long-standing relationships, and the baker is not going to buy his flour from a caravan that just came in, because he doesn't want to alienate his sole source of flour in the area, the flour guy. The modern "price shopper" isn't really going to exist in a DnD economy, because there really might only be 1-2 guys in a whole area who do that type of craft, and you are not going to buy from a far way land when you can get it locally because some caravans don't ever reach their destination.
That being said, adventurers who walk into to town with sets of fine crystal glasswear are going to have trouble breaking into the local glasswear market. The number of buyers is fixed, and the number of sellers is also fixed. They might woo new buyers with lower prices, but that should take a fixed amount of time as they set up a shop or stall, and hawk wares like anyone else.
So, my proposal is that DnD should make a clear distinction that not all items can be sold wthout this kind of process. Raw goods and goods that can be broken down into raw goods should have a limited exchange value(so a handful of gold rings should have a exchange value up to the limit that the local goldsmiths are willing to buy the rings for their gold content), and refined goods should be sold at a fixed rate. Art objects should be set on the market where they can be bought 1-6 months later by a buyer, and magic items should be part of idea 2.
People who want to sell Fabricated goods or the loot from the local evil temple you whacked should have to have a "merchant adventure" with lots of RPing skills checks and plots by rival merchants and where the only reward is the masses of gold they (might) make.
Idea 2:
Magic items should be both more and less common, and they should be sold like art objects and bought based on availability. At no point should someone say "gosh, I really need a +2 Flaming Sword of Keenness, and walk down to the local Ye Old Magick Shoppe to pick one up.
Potions and scolls might be commonish, but again might be based on availability. If the local scroll guy only know 1st level spells, then you shouldn't be able to buy more than those spells.
Idea one:
No one wants to buy your crap. In my mind, an economy is based on a elaborate weave of shared dependency. The baker only buys his flour from the flour guy, and the flour guy only gets his wheat from the wheat guy. They have long-standing relationships, and the baker is not going to buy his flour from a caravan that just came in, because he doesn't want to alienate his sole source of flour in the area, the flour guy. The modern "price shopper" isn't really going to exist in a DnD economy, because there really might only be 1-2 guys in a whole area who do that type of craft, and you are not going to buy from a far way land when you can get it locally because some caravans don't ever reach their destination.
That being said, adventurers who walk into to town with sets of fine crystal glasswear are going to have trouble breaking into the local glasswear market. The number of buyers is fixed, and the number of sellers is also fixed. They might woo new buyers with lower prices, but that should take a fixed amount of time as they set up a shop or stall, and hawk wares like anyone else.
So, my proposal is that DnD should make a clear distinction that not all items can be sold wthout this kind of process. Raw goods and goods that can be broken down into raw goods should have a limited exchange value(so a handful of gold rings should have a exchange value up to the limit that the local goldsmiths are willing to buy the rings for their gold content), and refined goods should be sold at a fixed rate. Art objects should be set on the market where they can be bought 1-6 months later by a buyer, and magic items should be part of idea 2.
People who want to sell Fabricated goods or the loot from the local evil temple you whacked should have to have a "merchant adventure" with lots of RPing skills checks and plots by rival merchants and where the only reward is the masses of gold they (might) make.
Idea 2:
Magic items should be both more and less common, and they should be sold like art objects and bought based on availability. At no point should someone say "gosh, I really need a +2 Flaming Sword of Keenness, and walk down to the local Ye Old Magick Shoppe to pick one up.
Potions and scolls might be commonish, but again might be based on availability. If the local scroll guy only know 1st level spells, then you shouldn't be able to buy more than those spells.