Monday, October 29, 2018

Magic Supply Imporium


I've spent several months putting this together, and it's finally done!

For anyone who knows my gaming style, it should be obvious that I care very much about including and focusing on spell components in my games. I've made a number of special rules, but one of the most important things I've done is made a list of all spell components from all publications (Up to Xanathar's Guide at this point) with associated prices. This allows actual magic shops to be included in the game, increases the number of trade goods, and introduces the usage of certain spell components as adventuring gear!

Want it?

Here it is.

Monday, October 22, 2018

5th Edition Economics

Let's dig into the economics of D&D and see what I come up with. This is stream-of-consciousness homebrewing. Unedited. This is what my workflow looks like.

==========

Average monetary treasure by tier

T1 375.7

T2 4497

T3 36370

T4 337962.5

No PC can afford to take a domain before T3. In T3 they can afford to build estates, businesses, forts, and towers. In T4 they can build abbeys, keeps, small castles, and temples. At no point during their leveling career can a single character amass enough individual wealth to contstruct a palace. Their adventuring career leaves them 160,000gp short. In order to build a palace on their own merits, they MUST continue to adventure at maximum level. Otherwise, they either need to go into debt with some powerful people, or pool the resources of the party. Even once a palace is affordable, its construction time of 1200 days means another 3 years of adventuring before your tired hero can retire to his grand palace.

==========

Running a business.

A town INN costs 5,000gp to build.

It costs 5 gp to run, base.

On average...
For the first 20 days, it costs 1.5x the base price.
For the next 10 days it costs full base.
For the next 10 days it costs half base, but profits cover the remainder, so you're still making no money.
For the next 20 days you break even.
For the next 20 days, you 1d6x5gp.
For the next 10 days, you earn 2d8x5gp.
For anything over 90 days, you earn 3d10x5gp.

You must pend a minimum of 61 days to even reliably see profits. By then, you will have sunk ~5,225gp into the business alone. To cover your initial investment, you will need to run the business for 97 days more, plus the 60 days of construction time, for a time investment of 157 days, that's also the additional price you'd pay for living a modest lifestyle during that time. A comfortable lifestyle costs double. Covering that takes another 2 days, lifestyle of those days included.

So, in full, to make any real profit from an inn takes a full investment of 5384gp over 159 days. After that, you will have regained all of your losses, and finally earn a living from the business alone. In order to even begin, you already must be above level 10, most likely level 15. you will have bankrupted yourself in order to do this, and could have just kept your money and downtime for some other investment.

So, the only reason to do this is for roleplay purposes.

==========

New DT Activity: Purchase Property

To purchase an existing structure costs some portion of its construction cost.

Businesses cost 50% their build cost.

Military structures cost 25% pecause they are run at a pure loss and otherwise become ruins.

Religious structures cost 75% because they want to be kept in the faith as long as possible, and they want to discourage cross-faith temple conversion.

Domestic structures vary by property value and structure quality.

Most businesses are about 5000 to build, so they are typically 2500 to buy. That means that, while you might not be able to build your way into a domain through a business before T2, you might be able to BUY your way in. It also means a T4 character could potentially purchase an abandoned palace scale structure at 250,000gp.

Finding a piece of property to purchase is a simple DC per day spent searching, based on the construction cost range you are looking for.

5,000 = DC10
15,000 = DC15
25,000 = DC20
50,000 = DC25
500,000 = DC30

==========

Domain Rulership

In the situation where a character becomes the figurehead of authority ruling over a piece of land, the following rules are used to determine the expenses of protecting that land per day of rulership. These expenses are charged to you on top of your lifestyle expense.

Per 6-mile hex: The wages of 20 skilled laborers (soldiers &or guards) and 10 unskilled laborers. (That's 42gp per day, or 1 silver and 9 coppers per person in that land)

The player can tax his people however he likes in order to cover these costs. It is up to the DM to determine how the NPCs respond to their taxation conditions.

Additionally, the player can choose to under-staff, leaving his domain weak to potential attack. This is handled by a daily check, where the DC is equal to the number of soldiers you have. If you are fully staffed, your land will only ever be attacked on a 20. If you are understaffed, that number drops by 1 for every soldier, making your land 5% more likely to be assaulted. Over-staffing REDUCES the attack DC. When a domain is attacked, roll 1d20 on the following table, with a penalty equal to the number of soldiers you do have, including excess soldiers, to determine the type of attack:

<1 Major crime incident or civil unrest
1 Wild Animals
2 Wild Monster
3 Bandits
4 Undead
5 Goblinoids
6 Gnolls or Lizardfolk
7 Orcs
8 Barbarians or Cultists
9 Ogres, Trolls, or or Oni
10 Military Invaders
11 Elemental
12 Drow
13 Hag
14 Giant
15 Hydra, Wyvern, or Roc
16 Purple Worm, Beholder, Aboleth, or Mindflayer
17 Fiend
18 Dragon
19 Lich
20 Tarrasque

The result is that, although over-staffing your military does eliminate any chance of external forces damaging your domain, it stifles the population and increases their tax burden in order to do it, making civil attacks more frequent. The crimes occuring might be a corrput police force taking advantage of their superior numbers to abuse the people, or criminals lashing out against the police and state, while civil unrest could be riots, or even outright rebellion- possibly sparked by competing rulers from foreign domains who would like to take your land for themselves.

Taxes

Landowners within another man's domain, be it a duchy, kingdom, or empire, must pay taxes in return for the protection afforded by that ruler. Taxes are usually taken monthly or yearly, but accrue to the cost of the days of protection, multiplied by domain size, divided by the local land-owning population. These rules assume the NPC domain is measured in 6-hexmile hexes and is protected by at least one keep per hex. Between soldiers and keep, that comes to 142gp per day

The population is about 5 people to a mile, or 225 people to a 6 mile hex, so that comes out to about 5 silvers and 6 coppers per day, per person. Now, obviously, only skilled laborers can afford this. As such, in well-defended lands, the vast majority of people are impoverished, living a squalid lifestyle as servant-peasants on the estates of the landed nobility and wealthy professionals, who pool their combined labor to make up the tax debt in goods and services. In lands which tax people fairly, they are often sorely underprotected, and face frequent invasions from all kinds of marauding forces.

For reference, in order for all unskilled labor to have a lifestyle above squalid, tax per person ammounts to 5 coppers per day, making for a total tax income of 11gp per day. The keep either never got built, or is an abandoned ruin, because they can't afford to run it at all. All tax money goes to the 5 soldiers on patrol. There is a 30% chance of an attack happening somewhere in the domain every single day. When an attack happens, there is a 25% chance of that attack coming from a criminal or civil unrest, while the remaining 75% of outside marauding forces include everything from wild animals, to bandits, to zombies, to goblins, to military invaders, and even wyverns. In short, the homelessness and mass servitude of the people really is for the greater good- because it is better to be homeless and alive, than wealthy and dead. The civilization described here would be a wild, dangerous, and chaotic place to live, despite the well-meaning leadership.

We can create the alignment personality of a nation through this taxation mechanic. Simply by controlling the number of soldiers hired per hex by a government based on its alignment can be used to calculate the tax burden of the people who live there, and the domain attack DC, as well as the range of what kinds of attacks may occur.

L N C
G 20 15 5
N 25 20 15
E 30 25 20

Notice that the CG aligned nations fit our wild and dangerous civilization example above.

Monday, October 15, 2018

DMG Encounter Building & Advancement Guidelines


Hey folks, I'm back for another week! This time, let's take a very deep look at the character advancement and progression rules for D&D 5e as they are expressed in the DMG. People frequently complain that the rules for building encounters and campaign progression are broken. That they're too easy on the players. I'm going to take a look at that and find out what's what. Let's start with a critical analysis of the rules as written. The section in question begins on DMG pp.81 under the heading Creating Encounters, and continues to pp.85, ending with a section about making combat encounters fun. (I will get to the UA and XGtE encounter building guidelines at some point in the future.) I tore into the charts and did some cross-referenced analysis of what the numbers mean. The result is the following two charts. An explanation and commentary follows the charts, highlighting the important things I discovered.

Right away though, the most notable detail is that all of the numbers are geared toward controlling play duration from level 1 through 20. These charts seem to be almost entirely about controlling the rate over real time that a character will advance in level. It is possible that, by being stingy on the XP budgets to "fatten up" a campaign's progression rate, they have accidentally made too narrow of a budget to effectively challenge the players. That will take further research, but it's my hypothesis.

EDIT: It has come to my attention that the blog smushes these charts. You can download them properly formatted from this file here.



CHART A
(Advancement Framework)

L
XP
XP+
XP/D
D2L
R
XP+A
1
0
300
300
1
0
300
2
300
600
600
1
0
600
3
900
1800
1200
2
600
1200
4
2700
3800
1700
2
200
3600
5
6500
7500
3500
3
3200
4300
6
14000
9000
4000
2
2200
6800
7
23000
11000
5000
2
1200
9800
8
34000
14000
6000
3
5200
8800
9
48000
16000
7500
2
4200
11800
10
64000
21000
9000
2
1200
19800
11
85000
15000
10500
2
7200
7800
12
100000
20000
11500
2
10200
9800
13
120000
20000
13500
1
3700
16300
14
140000
25000
15000
2
8700
16300
15
165000
30000
18000
2
14700
15300
16
195000
30000
20000
1
4700
25300
17
225000
40000
25000
2
14700
25300
18
265000
40000
27000
1
1700
38300
19
305000
50000
30000
2
11700
38300
20
355000
0
40000
0
0
0



CHART B
(Encounter Counter)

EE
ME
HE
DE
L
XP
#/D
#/L
XP
#/D
#/L
XP
#/D
#/L
XP
#/D
#/L
1
25
12
12
50
6
6
75
4
4
100
3
3
2
50
12
12
100
6
6
150
4
4
200
3
3
3
75
16
32
150
8
16
225
5
11
400
3
6
4
125
14
27
250
7
14
375
5
9
500
3
7
5
250
14
42
500
7
21
750
5
14
1100
3
10
6
300
13
27
600
7
13
900
4
9
1400
3
6
7
350
14
29
750
7
13
1100
5
9
1700
3
6
8
450
13
40
900
7
20
1400
4
13
2100
3
9
9
550
14
27
1100
7
14
1600
5
9
2400
3
6
10
600
15
30
1200
8
15
1900
5
9
2800
3
6
11
800
13
26
1600
7
13
2400
4
9
3600
3
6
12
1000
12
23
2000
6
12
3000
4
8
4500
3
5
13
1100
12
12
2200
6
6
3400
4
4
5100
3
3
14
1250
12
24
2500
6
12
3800
4
8
5700
3
5
15
1400
13
26
2800
6
13
4300
4
8
6400
3
6
16
1600
13
13
3200
6
6
4800
4
4
7200
3
3
17
2000
13
25
3900
6
13
5900
4
8
8800
3
6
18
2100
13
13
4200
6
6
6300
4
4
9500
3
3
19
2400
13
25
4900
6
12
7300
4
8
10900
3
6
20
2808
14
0
5700
7
0
8500
5
0
12700
3
0

CHART A EXPLANATION:

The first chart shows the framework under which characters gain levels through adventuring days.

L Is a level index.

XP shows the XP threshold to attain a level.

XP+ shows how much XP must be gained at a level in order to achieve the next.

XP/D shows the recommended XP per adventuring day based on current level.

D2L shows how many adventuring days must be completed, at the recommended XP rate, to cross the next threshold.

R is the remainder XP earned above the threshold, which is deducted from the XP required for next level during the D2L calculation.

XP+A is the actual XP requirement, after residual, to reach the next threshold. It is equal to XP+ - R.

CHART B EXPLANATION:

The second chart shows how many encounters of a given threat level can fit into a single adventuring day per individual character, and also how many of that type fit into all the adventuring days for a level.

L is a level index.

EE is easy encounters,

ME is medium encounters,

HE is hard encounters, and

DE is deadly encounters.

XP represents the value of an encounter of that type,

#/D shows how many of that encounter fit in an adventuring day for that level, and

#/L shows how many could fill all of the adventuring days for that level, assuming a player plays the full adventuring day regardless of levelup threshold.

NOTES:

L1 has no XP threshold. It is free. Characters are made at L1.

L20 has no XP+ because there is no further threshold to cross. Likewise, without a threshold to cross, it is impossible to calculate D2L. All XP earned at L20 is technically R.

There is no #/L for L20 because L20 is the limit. You can play an infinite number of adventuring days at L20.

Commentary:
If we assume that an adventuring day is equal to 1 diegetic day, that means a character should reach level 20 in 35 days. Just a little over a month. Following the tiers of play, they will have spent 6 days saving local farms and villagers, 14 days saving cities and kingdoms, 10 days saving regions and continents, and 5 days saving the multiverse.

A character will have spent the longest at levels 5 and 8. They will have breezed through levels 1, 2, 13, 16, and 18.

Levels where characters gain ASIs are the dead levels unless a player is allowed to take a feat. Not counting level 20, as no adventuring is required once you reach it, they will have spent a total of 8 diegetic days slogging through these levels, which are (for some reason) not afforded shorter play time. In fact, the second ASI at level 8 is one of the longest levels. (Seems rather bone-headed to me. Perhaps this guideline was planned without consideration of class content activity level.)

If each adventuring day is equal to 1 session, it will take you varying real time to reach the campaign's completion depending on your play frequency:

  • Weekly:               8.75 months
  • Biweekly:            1.5 years 
  • Monthly:             3 years



This is, of course, obviously insane. It would be a good way to run a weekly game for a bunch of newbie teenagers with no attention span, but would otherwise be far too fast, diegetically speaking.
You can extend it a bit in the following ways:
  • Interpret the adventuring day as an abstraction meaning just a whole adventure. Adventures can take multiple diegetic days and still count as only one abstract adventuring day. The only problem with this interpretation, is that the "adventuring day" is determined by estimated rest frequency. In other words, for every AD worth of XP you dish out as monsters, the players should get 2 short rests and 1 long rest. By handing out more frequent long rests within that framework, you will make things much easier for the players, especially spellcasters. You can fix this by also including the Gritty Realism Rest Variant on DMG pp.267. That way those two short rests represent an evening at camp, and the long rest is a week in town.
  • Allow the players to travel and do not count travel time as part of adventuring days, nor award XP for travel activities. Kind of rude, but if you only award XP at the end of the adventure like you're supposed to, nobody will know the difference. If, however, you award XP as it is earned and allow players to level up mid-combat, players might feel cheated. It's an illusionism trick that actually benefits play.
  • Award the players with downtime days at the completion of each adventuring day. This will slow down the diegetic time by a bit. (The Adventurers League set the standard of 5 days per adventure. That would extend diegetic time to reach level 20 to about 6 months.) Real play time can be further extended by having the players roleplay their downtime days before presenting them with their next adventure. This effect can be further expanded by allowing the players to choose to take more downtime days of their own accord.
  • You can extend real time play by allowing adventures, and even diegetic days, to take more than a single session. One easy way to do that, is to build your adventures to contain 1 encounter per session. That way, if you want to slow things down, you can hand out a larger number of easy encounters, and if you want to speed things up you can give them some deadly encounters, or you can mix it all up into a big crazy encounter stew. (If you went with all deadly encounters, you would be multiplying your session count by 3.)


If you run monthly games, handing out 5 downtime days per adventuring day completed, and running one session per encounter, and running all deadly encounters, it would take your characters 3.45 diegetic years to reach level 20, and it would take your players 8.75 years to get there.

OK, SO! The next step in this project is to test the encounter building rules at each tier. I'm going to make a party of 4 characters and run them through a whole bunch of test combats, 3 for each tier. I'm going to analyze the results of those combats and determine how much of a threat over time that combat class would be to characters of that tier. That'll take some time, so please be patient and enjoy the other articles I'll be uploading in the meantime.