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- December 8, 2016 at 12:54 am #152455AnonymousInactive
So I am actually trying to do something similar to A:RG with my home game. I’d like to re focus the economy on Silver and Electrum. In 5e Electurm is worth 1/2 a gold piece. It takes ten silver to equal a gold though.
The base items are very easy to edit prices as they are static items for the most part and non magical, or low magic things. When moving higher on the totem pool though, for common magic items and then uncommon. I’ve strongly considered just leaving them mostly as is for pricing. Thus reflecting the need to find them during quests, rather than trying to buy them. Or if you see one but cant afford it, offer services of some kind in exchange for it.
So the easiest way to do this is to just reduce the standard quest rewards to not include gold, and include some kind of bump to copper, silver and electrum. This seems the easiest way to do this.
So I am curious if the 5E arcanis will simulate the A:RG money system where gold isn’t as easily acquired as silver and copper? Also if it does, I’d love to barrow from it for my home game, potentially.
December 8, 2016 at 1:15 am #274093frootsnaxParticipantI have not looked in depth at the 5e mods (already making my response suspect) but D&D’s economy is hard baked into the rule set. And it’s baked in at a different setting than A:RPG. So I don’t think you are going to find it easy to translate the two directly.
But I do have a suggestion if you want to make a superficial change that mirrors Arcanis’ “Silver Standard.” Use two different sized silver coins to reflect D&Ds silver piece and gold piece. Historically different sized (silver) coins often happens.
Thus you would have a small “dime” sized silver coin to represent the silver piece, and a “silver dollar” (aka the Baht, Imperial, Crown, Owl, Sail etc) sized coin for the gold piece. (You could then use gold pieces instead of platinum pieces to continue on)
It might be worthwhile. But it might also cause headaches translating everything.
Just a thought.
December 8, 2016 at 1:29 am #274096AnonymousInactiveSince D&D is ‘decimal’ and A:RPG is ‘centimal’ the scaling just isn’t there for an easy conversion.
D&D: 1gp = 10sp = 100cp
A:RPG: 1gc = 100 sc = 10000ccThe ‘easiest’ way is to price everything in 5e to the silver standard and only use the word ‘gold’ in relationship to the setting.
viewtopic.php?p=11717#p11717eg: instead of saying “the merchant will sell that to you for 30gp”, you say “the merchant will sell that to you for 300 decus (sp). He will accept 3 Milandisian Crowns or Altherian Owls (3gc) but not Bahts or Imperials.”
December 8, 2016 at 1:57 am #274100AnonymousInactiveI have not looked in depth at the 5e mods (already making my response suspect) but D&D’s economy is hard baked into the rule set. And it’s baked in at a different setting than A:RPG. So I don’t think you are going to find it easy to translate the two directly.
But I do have a suggestion if you want to make a superficial change that mirrors Arcanis’ “Silver Standard.” Use two different sized silver coins to reflect D&Ds silver piece and gold piece. Historically different sized (silver) coins often happens.
Thus you would have a small “dime” sized silver coin to represent the silver piece, and a “silver dollar” (aka the Baht, Imperial, Crown, Owl, Sail etc) sized coin for the gold piece. (You could then use gold pieces instead of platinum pieces to continue on)
It might be worthwhile. But it might also cause headaches translating everything.
Just a thought.
Since D&D is ‘decimal’ and A:RPG is ‘centimal’ the scaling just isn’t there for an easy conversion.
D&D: 1gp = 10sp = 100cp
A:RPG: 1gc = 100 sc = 10000ccThe ‘easiest’ way is to price everything in 5e to the silver standard and only use the word ‘gold’ in relationship to the setting.
viewtopic.php?p=11717#p11717eg: instead of saying “the merchant will sell that to you for 30gp”, you say “the merchant will sell that to you for 300 decus (sp). He will accept 3 Milandisian Crowns or Altherian Owls (3gc) but not Bahts or Imperials.”
These are both good ideas and essentially would allow me to do this without the headache of actually doing it. While I can easily work up some currency to replace the standards and their names. How do you rationalize a merchant refusing coin though? I mean if i go to my local drive thru, they have signs for certain denominations of bills not excepted at certain times of day…
Merchants in a mostly medieval setting though.. I mean i guess I could say they don’t want to go to the money changer an extra time this week than their normal amount. Or I could say they have no interest in lugging around all that silver and copper coinage.
December 8, 2016 at 2:10 am #274102frootsnaxParticipantWell in our olden days coins were of different purity at different times and places. Various rulers would debase coins to try and get out out of debts on the cheap …just like some countries try to manipulate their currencies today. Before Isaac Newton took over the English Mint in the Tower of London (along with doing some other things like revolutionizing math and physics…) the English silver coins were notoriously debased and not worth much of anything outside of England.
So it potentially makes perfect sense not to accept “Bahts” if you think the silver content tends to be low in Canceri coins.
In game terms almost no one wants that level of detail unless you want that to be a major plot point in the campaign. A coin is a coin except for the odd bit of flavor.
December 8, 2016 at 3:52 am #274103AnonymousInactiveCoinage problems are a certed reward in one game; very difficult to get changed for more acceptable coins.
December 8, 2016 at 4:25 am #274104frootsnaxParticipantI think Rex is talking about a home game. Agreed, you really can’t monkey around with the currencies in a shared world campaign.
December 21, 2016 at 2:26 am #274202AnonymousInactiveI think Rex is talking about a home game. Agreed, you really can’t monkey around with the currencies in a shared world campaign.
OR CAN YOU! MWAHAHAHAHA, lol..December 23, 2016 at 4:17 pm #274216AnonymousInactiveJust a side note:
With the Arcanis 5e Core Rulebook I expect to change the coin system to match ARG.
December 23, 2016 at 6:45 pm #274218AnonymousInactiveJust a side note:
With the Arcanis 5e Core Rulebook I expect to change the coin system to match ARG.
Awesome, I may or may not, totally plagerize your item prices and associated cost changes for my own Home Game. I’m trying to do the math on my own and its mind numbing. So props to y’all for being able to do such!
December 23, 2016 at 11:06 pm #274220AnonymousInactiveMost of the 5e items are already listed in ARG, so the only the more unique items will need pricing.
January 22, 2017 at 1:37 am #274409AnonymousInactiveMost of the 5e items are already listed in ARG, so the only the more unique items will need pricing.
True but considering that its a home game, and I’m trying to create my own setting. so lots of little things are going to be different. Sense my last post I’ve created a list of the mundane items, common and uncommon magic items and their new prices. I’m still curious to see the Arcanis items and their prices, as I want to compare.
Some of my bigger issues are trying to create the idea behind the economy of my world.
– In the place the game takes place for the pcs, wood is getting harder to aquire. The local city has leveled a decent forest to create villages farther and farther away from it ( fishing towns and farm villages ) and build up, maintain and repair its own fortifications and any civilian areas that don’t need to be made out of stone or other such things all the time.
The forest to the south of the city, is infested with hostile, but normal, wild animals that keep killing the workers. Not to mention its a jungle / swamp. So the wood can be of excellent quality but a lot of it is lost when the workers get killed or run for their lives. Tools are lost, experienced labors are getting hard to hire as the danger is evident.
The Forest to the north west has a large population of Treants and other forest folk, who dont react well to lumber crews, to say the least.
Along the coast line to the east and west, there are small groupings of trees but its not worth going to cut them down and bring them back, yet. The city hasn’t expanded very far from the valley it sits in just yet and they know of other forests, but the natives and the settlers dont really get along very well. There has been 2 large skirmishes and 1 war. The war ended with a treaty that has held, but most people think its only a matter of time till the paper crumbles.
Finally the Forest to the north is all Mushrooms.
So I’d like to make wood, timber and other such objects more expensive.
Looking at my notes, what I’ve done is create different coins in place of the normal. Just names of course, and changed the value of Silver to be 1000 = 1 Gold coin. This increases the social dynamic of normal folk not really having to much beyond silver as their lives fluctuate around in expensive trade goods and other things, that largely cost coppers and silver. Adventuring, being a noble, or other such high society or what have you leads to a life of having electrum, gold and platinum.
I’m allowing some unearthed arcana things, on a case by case basis and I’m looking at this homebrew idea for crafting that looks interesting and more in depth than the 5e rules.
https://scionhouserules.wordpress.com/2 … economics/The City in my game, called Baron Stone, has 60 foot high walls around the main and castle districts. These walls are made of a special material i haven’t figured out yet, lol. It maintains the temperature year round and is physically strong against siege weapons and absorbs magic that makes contact with it to heal itself. This metal isn’t craft-able any longer dew to the knowledge having been lost when its original crafters were all slain.
I’ve got idea for other materials but dont have full work ups of them at this time.
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