Wow! Thats fucking extensive!
Have you given any thought to say, the median yearly income of a peasant for an idea of how uber wealthy players are getting?
Well, if im being really honest its a problem that bothers me a bit. My world is a bit more industrialized thanks to the gnomes getting involved with steam powered technology and the very beginnings of electricity, so the amount of money available to even peasants is up a bit.
For comparison's sake, 1 gold is equal to about $5.00
Truly Poor- Less than 100 gold a month (1200 gold/year)
Peasants- 500 gold a month (6000 gold/year)
Middle Class- 800 gold a month (9600 gold/year)
Merchants, well-off- 1200 gold a month (14,400 gold/year)
Rich Merchants, Nobels- 2000 gold a month (24,000 gold/year)
Royalty, super rich- 5000+ gold a month (60,000 gold/year)
But adventurers, even if I don't give them gold for rewards, im giving them magic items worth tens or hundreds of thousands of gold. That's like playing a dnd modern game and suddenly giving the players a Ferrari. I try to give them other rewards, like deeds to ships, a conscription notice to get some soldiers to adventure with them etc, but players always find a way to become filthy rich. The players nearly always become the 1% of the world. I get that that is kind of the idea, them going from nobodies to political powerhouses, but the balance always bugs me a bit.
There is an interesting Monk oath that requires you never have more than 1000 gold worth of gold and items, oath of poverty. I made a custom monk class, and how much Chi they get to use per day depends on what oath they take, some oaths are more restrictive than others etc.
I mean...why would you? That stuff is catnip to me though so I love hearing how people approach stuff like the economy and availability of magic! The best strategy though seems to be to paint around it and let tropes do their work.
Sure! Ill take my takes on those things!Economy:
I have a numbered system that I use for that. For each town/city/settlement, I assign them a number from 1-5, 1 being a poor economy, 5 being a very good one. The number is dependent on factors that surround them, is there resources they can mine or gather? Are they near a waring nation that would put stress on them? Are they on any trading routes? What is the general race make-up of the town (long lived races generally fall into money easier)? Would the environment they are in increase or decrease cost of living? etc.
The number determines what kinds of industry are in the city, the level of stratification of jobs, the ratio of peasants to middle class to rich, the cost of goods etc. Avaliblity of magic:
Magic is pretty dam available in my world. The meta-story is that there are cosmic "streams" of magical energy in the universe, and the solar system my world exists in is right in the middle of one of these streams. One of the reasons this world has remained mostly medieval is because of people becoming dependant on magic for a few thousand years, then experiencing a type of societal collapse once they leave one of these cosmic magical streams and magic goes away. The elves have it the hardest, as they become quite a sickly in-decline race in times of magical darkness, then thrive to the extream when magic returns.
But anyways, as it stands now, a peasant can save up and pay a wizard to teach them basic 0 level spells. Few are talented to wield magic beyond that, but most can handle 0 level spells. Magic items are made not by wizards in my world, but by a class of people called artificers, a class that basically collects magical energy into their bodies and bleeds it into items. They can make a very basic item in an hour, these basic items would be almost useless in battle, but they make the life of the common man much easier, and most peasants have one or two those. Things like burlap sacks that magically prevent food inside them from going bad, rocks that act as magical air conditioners, self-ploughing plows, memory stones that they can use to record and play back thoughts. Some of the richer level peasants can afford to have "in case of emergency" magic missile wands and the like.
Above that, middle class basically can afford more basic items and can readily afford different wands, and once you get to rich people, they can usually afford to hire a wizard or artificer at least part time to come to their home weekly and solve problems for them magically.
Other question that occurred to me- Does your game allow monk classes and if so, do you allow secular monks?
Yes and Yes! Monks are less about religion in my world and much more about discipline. In order to become a monk, you must follow some kind of vow, to put yourself in some kind of pain and gain chi.
You also need to join an order of some kind of monk order, a few of them are religious and spiritual, but most have more narrow focuses.
These are the subclasses of the monk and in my system, they replace the need for pretige classes. The monk has 15 of them, but here is 3:
How long did the mapping take you btw? It looks quite detailed, so Im assuming its grown as you needed it to?
It took me a few hours to sketch out the basic map, I used real world land masses as inspiration. My girlfriend is the one who made it into a digital form. The creation was actually opposite of what you said. I drew the entire map in one afternoon, and most of it is still a blank canvas for when I need it.