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Thread: Land between the Rivers [PF][PEACH]

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    Dwarf in the Playground
     
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    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:
    {table=head] 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
    [/table]

    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:
    {table=head]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
    [/table]

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

    Regional Adjustments:
    {table=head]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
    [/table]

    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):
    {table=head]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.
    [/table]

    Special thanks to Ninjadeadbeard whose ideas for this I built upon.
    Last edited by Tzi; 2012-08-26 at 07:40 PM.