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Old 08-24-2012, 02:42 PM   Top  -  End  -  #2
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Re: Land between the Rivers [PF][PEACH]

Economics

A defining feature of any world, especially our own is the fact that things are scarce. The other defining feature of the world is the fact that both death and taxes are unavoidable. Granted in a world of magic, you could probably skirt one, but skirting both will be a herculian task. :)

In this setting, it is no different. Rulers need tax revenue, items have a tendency to fluctuate in price, and of course the money is different.

Currency

First there is the issue of money, traditionally the world of fantasy settings have a rather inflated economy. Gold is everywhere.

While total values do not change at all in this setting, the fluff around it does. First, the base SRD prices are divided by 10. If something is 100 GP it is now 10 GP, likewise whatever starting money someone gets, is divided by 10. So if you start with 1000 gp, you start with 100 GP. In my currency system, I reject the inflated economics of tradition d20 fantasy games and Instead, I upgrade every coin to the value of the next higher coin. Thus, a silver coin is now worth a gold coin, etc. The idea is that gold coins are exceptionally rare to find and silver is more plentiful.

Currency Type and Value:
Name: Brass Copper Silver Gold
Brass 1 1/10 1/100 1/1000
Copper 1/10 1 1/10 1/100
Silver 1/100 1/10 1 1/10
Gold 1/1000 1/100 1/10 1

Above is a listing of the relative values of money in relation to one another. Depending on the region, these coins have different names, in the region of Inan (Land between the Rivers), its often called Shekels.

Scarcity

Not all goods and services are avaliable, some cities have poor timber resources, some have limited access to mines. Some only have copper and tin, some have iron, some have steal. Generally speaking, each city and kingdom is assigned its relative wealth and control over resources, and from time to time, prices fluctate. This reflects warfare, changing seasons, good or bad harvests, mine collapse, ect. Sure the players want that sweet new Greater Scimitar, but they have to buy it somewhere else as the Iron supply has run low and its grotesquely expensive.

Here is a table showing the general surplus and deficits of a specific market.

General Surplus/Deficits:
Die Roll Region Type Price Adjustment Description
1 Destitute -70% buy/sell If this region were sold at market, you'd get 1cp
2 Impoverished -50% buy/sell Legends of silver coins are common in this region
3 Poor -25% buy/sell They don't have much, and so don't ask much
4 Metal Poor +100% buy/sell Farmers make do with rock hoes
5 Lumber Poor +100% buy/sell Trees? What's that?
6 Trade Poor +100% sell Exotic Luxury items like salt and perfume are deeply desired here
7 Food Poor +100% buy/sell Starvation is common
8 Gemstone Poor +100% sell Entire fortunes based upon a single ruby are common
9 Literate Poor +100% buy Magic services No wizards or clerics for miles
10 Well-Off No change People live somewhat comfortably
11 Wealthy +25% sell People here can afford to spend on Adventurers
12 Gilded +50% sell More gold than sense (or necessary items)
13 Trade Post +30% buy/sell Some gold and useful items/services
14 Trade Center +50% buy/sell More gold and items
15 Trade Capital +65% buy/sell You can buy/sell anything here
16 Metal Rich -100% buy/sell Metal is cheap and plentiful
17 Lumber Rich -100% buy/sell Can't see the forest for all the trees
18 Gemstone Rich -100% buy/sell Town built atop Diamond Mines
19 Literate Rich -100% buy/sell Magic users breed like rodents
20 Metropolis -50% buy, +50% sell Center of culture and industry

Here is the table to reflect on the relative economic health of the region.

Regional Adjustments:
Die Status Adjustment Example
1 Devastated +50% buy/sell Mine collapses during earthquake, scarcity of gemstones
2 Disturbed +25% buy/sell Harsh winter delays yearly traders for a season
3 No change No change Fairly peaceful lately
4 No change No change Fairly peaceful lately
5 Good Season -25% buy/sell Crop produced double
6 Windfall -50% buy/sell Adventurers dropped their wallets in the tavern

Below is a variable tax rate. Mostly on sales, though obviously an enterprising DM could establish all sorts of Tax. However since players are typically landless wanderers at best, wandering theives, brigands and grave robbers at worse, generally the sales tax is all that comes up. Players rarely buy land and property. Why taxes? The lamest aspect of modern living? Well part of it is for the realism, to give a sense that these Kingdoms raise money and pay for the things Kingdoms do. How can the King afford to pay these armies? ect...

Taxation (Sales):
Die Rate What?
1 5% This or lower for typically small settlements or Kingdoms.
2 10% Probably the standard for small cities
3 15% Average for a major city.
4 20% Major city with a few Gov. Projects
5 25% Major City, Gov. Projects, military build up?
6 30% Your King might just be a douche.

Special thanks to Ninjadeadbeard whose ideas for this I built upon.

Last edited by Tzi : 08-26-2012 at 07:40 PM.
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