The prices of wood based items are very different in prices. There are no official rules for how much a log of wood would cost. It should vary on the town, depending on if it is in a desert, or a forest.
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I would just set a price for a house, rather than worrying about a price for the individual components of a house. A fairly realistic rule of thumb is that it costs 1,000x your daily lifestyle and reduces your daily lifestyle cost by 20% (this includes maintenance and repairs, otherwise the reduction would be greater, rent is likely half your lifestyle. Effective ROI is 7.3%). If you're interested in being a landlord, just figure net return on a sensible investment is about 1/5,000.
This is unlikely to be a sensible investment on the time scale of a campaign. That's fine, we're playing Dungeons and Dragons, not Books and Accountants.
This is unlikely to be a sensible investment on the time scale of a campaign. That's fine, we're playing Dungeons and Dragons, not Books and Accountants.
But there are also times where this becomes important, where a character wants to buy a piece of wood to make a shield or spear out of, what the prices are. I personally like playing where you can buy/make things and sell them for a profit, it is similar to Acquisitions Incorporated, running a business inside of the game can be fun.
I'm currently making an empire in my campaign that I play in, and one of our main exports is wood, so we need rules for how much it costs.
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Please check out my homebrew, I would appreciate feedback:
I realize it’s not wood, but you could have someone cast wall of stone, shape it into a house and concentrate for 10 minutes. 10 panels can easily give you walls and a roof. Cast as many times as you need to get the size house you want. Then just chisel out (or stone shape) a space for a door and a couple windows. Cheaper and much more flavorful than just building a house like anybody can do. Also easy to put on an addition.
This is unlikely to be a sensible investment on the time scale of a campaign. That's fine, we're playing Dungeons and Dragons, not Books and Accountants.
But there are also times where this becomes important, where a character wants to buy a piece of wood to make a shield or spear out of, what the prices are. I personally like playing where you can buy/make things and sell them for a profit, it is similar to Acquisitions Incorporated, running a business inside of the game can be fun.
I'm currently making an empire in my campaign that I play in, and one of our main exports is wood, so we need rules for how much it costs.
No, you need to know how much money the empire makes from the lumber industry; there aren't any rules for how much you can produce, so the price of wood won't help you anyway. In any case, as a resource extraction industry, you can figure it supports an average lifestyle for its workers that ranges from Poor to Modest depending on the quality of the resource being extracted, which works out to 73-365g/year, and it also makes money for the employer and the state (taxes), maybe 50% each, so in round numbers call it 36-180g/year/person in the industry.
Just to provide an alternate take on this kind of thing - putting a price on every mundane object just sounds like a huge headache for me. If the party wants a house and you're okay with them having a house, well it just so happens that a house costs the same amount of money they currently have. Or maybe they need to go on a quest and find treasure that covers it. If that figure seems low for a house, maybe you got a huge discount for saving the townsfolk so they provide free labor or something. You can spend 5 seconds just making this stuff up instead of painstakingly creating an entire in-game economy.
In my game, we don't even have money. We are settlers in a new land and everything is still done by barter. Since the party founded the settlement, keeps it safe, and expands it's region of influence, they are provided anything they need. But they are limited to what could reasonably be provided by their settlement, and often new items are "unlocked" through their adventures opening up new resources. I want my game to be about adventuring, so pretty much everything is accomplished through adventuring.
Yeah, people need to stop saying, "This is Dungeons and Dragons. You're supposed to go in dungeons and kill dragons, not be an accountant!"
Shut up
Seriously, let people play the way they want to.
I want to keep track of a business, so stop telling me that I don't need to know the price of wood. If there is a price for iron, copper, and a hunk of cheese, why not wood?
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Please check out my homebrew, I would appreciate feedback:
The point is, the DM knows what the price of wood is, whatever they say it is. Just jot it down so the DM will know again in the future. Just be prepared to have an explanation why that 2x4 of Pine costs more than a wooden shield or a house... It doesn't need to be a good explanation.
If a player wants to know what the price of wood, glass, unobtainium, etc. is they simply need to ask the DM. The DM WILL KNOW, even if they make it up on the spot.
Yes, but DMs should also have a guide for the price of wood.
Sure, the DM will have final say on the price of wood, but often they don't have time to do sufficient research to make up a reasonable price, so they just have to wing it, often making complications.
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Yeah that's all well and good but for people who use money and have a business or a job then this info is needed!
D&D is not designed as an economic simulator, and this information does not exist except so far as it's covered by crafting rules in downtime activity.
Yeah, people need to stop saying, "This is Dungeons and Dragons. You're supposed to go in dungeons and kill dragons, not be an accountant!"
Shut up
Seriously, let people play the way they want to.
I want to keep track of a business, so stop telling me that I don't need to know the price of wood. If there is a price for iron, copper, and a hunk of cheese, why not wood?
It's possible to play that sort of game in D&D, but it really is not designed for that and doesn't give you any tools to do it. If you really want to do it, don't try to use game tools (because they aren't there), study economics.
To the OP given the average cost of a unskilled laborer and the amount of work they could do in a day it would be safe to say that 125 board feet of wood would cost about 10 SP. That means 125 feet of wood 1 inch thick and 1 foot wide. I hope this actually helps.
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As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
I bought it some time ago and really liked it, especially since it has a very nice table with all kinds of things and their prices listed as well as typical wages for several jobs.
A small wooden house in the Forgotten Realms would probably cost between 3000 and 5000 gold pieces, depending on actual size, building style and availability of resources. Building a wooden cabin in a forest is obviously easier than building it on top of a mountain where no trees grow nearby.
For the actual wood you can assume an average cleaned tree (maybe 30 feet long and 2 feet diameter) should cost something between 2 and 5 GP if bought from the lumberjack directly (PHB somewhere notes that a laborer earns 2GP a day). If the wood has to be transported by a merchant, it will probably cost about twice as much and you have to take into account the transport distance.
As a rule of thumb I go with this: same village / within a day is twice the base price. Between a day and a week it's 4 times the base price. Each additional week increases the price by twice the base price.
Yes, but DMs should also have a guide for the price of wood.
Sure, the DM will have final say on the price of wood, but often they don't have time to do sufficient research to make up a reasonable price, so they just have to wing it, often making complications.
No they shouldn't. It is LITERALLY their world, their rules. If I want to make a desert, mineral rich world, where wood is the standard for currency, then I can. And if I say I'm going to mirror the pricing extrapolated from the Persian Empire, then I can. And if I don't want to bother with all of that, and I make something up, then I can. And if the players wish to try taking advantage of some loophole I didn't foresee, then they can, just realize, the "piper still gets paid."
@Pedroig - Saying that it is the DM's world so they shouldn't have a "guide" for the cost of something is ridiculous. In that same vein why does the PHB have listings for prices of stuff like iron, salt, or rubies? We all know that any DM can change any of the information presented in a source book to better fit their idea of their setting but that does not mean that there shouldn't be guides available. Now, the more plausible argument is that WotC cannot possibly fit all the information a DM may or may not want into the source books. Since there is a limited amount of space the designers had to make choices about what material was placed in and what was left out based on what they felt would be the most useful to the greatest amount of players. But you didn't make that argument did you? No, you made the "I don't like your idea so it has to be wrong" argument which is just asinine. @LeviRocks is completely within their rights to feel that a price guide for things like wood should have been included and you are within your rights to disagree with them.
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what are the prices for wood?
Hi Im the nimble king
Below the resolution of D&D? Based on the cost of processed wood products such as a torch, maybe 10 gp per ton.
The prices of wood based items are very different in prices. There are no official rules for how much a log of wood would cost. It should vary on the town, depending on if it is in a desert, or a forest.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Also depends a lot on the quality of the wood and what processing has been done on it.
My DM ruled it as one Gold Piece for a 3 foot long log, about a foot in diameter.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay thanks for the help
I'm a dm for my family and some of them wanted to build a house
If any one has any other prices for materials or any thing else please tell me
Hi Im the nimble king
I would just set a price for a house, rather than worrying about a price for the individual components of a house. A fairly realistic rule of thumb is that it costs 1,000x your daily lifestyle and reduces your daily lifestyle cost by 20% (this includes maintenance and repairs, otherwise the reduction would be greater, rent is likely half your lifestyle. Effective ROI is 7.3%). If you're interested in being a landlord, just figure net return on a sensible investment is about 1/5,000.
This is unlikely to be a sensible investment on the time scale of a campaign. That's fine, we're playing Dungeons and Dragons, not Books and Accountants.
But there are also times where this becomes important, where a character wants to buy a piece of wood to make a shield or spear out of, what the prices are. I personally like playing where you can buy/make things and sell them for a profit, it is similar to Acquisitions Incorporated, running a business inside of the game can be fun.
I'm currently making an empire in my campaign that I play in, and one of our main exports is wood, so we need rules for how much it costs.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I realize it’s not wood, but you could have someone cast wall of stone, shape it into a house and concentrate for 10 minutes. 10 panels can easily give you walls and a roof. Cast as many times as you need to get the size house you want. Then just chisel out (or stone shape) a space for a door and a couple windows.
Cheaper and much more flavorful than just building a house like anybody can do. Also easy to put on an addition.
No, you need to know how much money the empire makes from the lumber industry; there aren't any rules for how much you can produce, so the price of wood won't help you anyway. In any case, as a resource extraction industry, you can figure it supports an average lifestyle for its workers that ranges from Poor to Modest depending on the quality of the resource being extracted, which works out to 73-365g/year, and it also makes money for the employer and the state (taxes), maybe 50% each, so in round numbers call it 36-180g/year/person in the industry.
Just to provide an alternate take on this kind of thing - putting a price on every mundane object just sounds like a huge headache for me. If the party wants a house and you're okay with them having a house, well it just so happens that a house costs the same amount of money they currently have. Or maybe they need to go on a quest and find treasure that covers it. If that figure seems low for a house, maybe you got a huge discount for saving the townsfolk so they provide free labor or something. You can spend 5 seconds just making this stuff up instead of painstakingly creating an entire in-game economy.
In my game, we don't even have money. We are settlers in a new land and everything is still done by barter. Since the party founded the settlement, keeps it safe, and expands it's region of influence, they are provided anything they need. But they are limited to what could reasonably be provided by their settlement, and often new items are "unlocked" through their adventures opening up new resources. I want my game to be about adventuring, so pretty much everything is accomplished through adventuring.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Yeah that's all well and good but for people who use money and have a business or a job then this info is needed!
some people do this because they got tired of adventuring and they want to try something different
some people just like doing stuff like that
BUT most people need the prices for wood to repair boats or wagons
Hi Im the nimble king
Yeah, people need to stop saying, "This is Dungeons and Dragons. You're supposed to go in dungeons and kill dragons, not be an accountant!"
Shut up
Seriously, let people play the way they want to.
I want to keep track of a business, so stop telling me that I don't need to know the price of wood. If there is a price for iron, copper, and a hunk of cheese, why not wood?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The point is, the DM knows what the price of wood is, whatever they say it is. Just jot it down so the DM will know again in the future. Just be prepared to have an explanation why that 2x4 of Pine costs more than a wooden shield or a house... It doesn't need to be a good explanation.
If a player wants to know what the price of wood, glass, unobtainium, etc. is they simply need to ask the DM. The DM WILL KNOW, even if they make it up on the spot.
Yes, but DMs should also have a guide for the price of wood.
Sure, the DM will have final say on the price of wood, but often they don't have time to do sufficient research to make up a reasonable price, so they just have to wing it, often making complications.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
D&D is not designed as an economic simulator, and this information does not exist except so far as it's covered by crafting rules in downtime activity.
It's possible to play that sort of game in D&D, but it really is not designed for that and doesn't give you any tools to do it. If you really want to do it, don't try to use game tools (because they aren't there), study economics.
To the OP given the average cost of a unskilled laborer and the amount of work they could do in a day it would be safe to say that 125 board feet of wood would cost about 10 SP. That means 125 feet of wood 1 inch thick and 1 foot wide. I hope this actually helps.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
For those who are actually interested in guidelines for a realistic medieval economy there is an awesome PDF at dmsguild on this topic.
https://www.dmsguild.com/m/product/13113
I bought it some time ago and really liked it, especially since it has a very nice table with all kinds of things and their prices listed as well as typical wages for several jobs.
A small wooden house in the Forgotten Realms would probably cost between 3000 and 5000 gold pieces, depending on actual size, building style and availability of resources. Building a wooden cabin in a forest is obviously easier than building it on top of a mountain where no trees grow nearby.
For the actual wood you can assume an average cleaned tree (maybe 30 feet long and 2 feet diameter) should cost something between 2 and 5 GP if bought from the lumberjack directly (PHB somewhere notes that a laborer earns 2GP a day). If the wood has to be transported by a merchant, it will probably cost about twice as much and you have to take into account the transport distance.
As a rule of thumb I go with this: same village / within a day is twice the base price. Between a day and a week it's 4 times the base price. Each additional week increases the price by twice the base price.
No they shouldn't. It is LITERALLY their world, their rules. If I want to make a desert, mineral rich world, where wood is the standard for currency, then I can. And if I say I'm going to mirror the pricing extrapolated from the Persian Empire, then I can. And if I don't want to bother with all of that, and I make something up, then I can. And if the players wish to try taking advantage of some loophole I didn't foresee, then they can, just realize, the "piper still gets paid."
@Pedroig - Saying that it is the DM's world so they shouldn't have a "guide" for the cost of something is ridiculous. In that same vein why does the PHB have listings for prices of stuff like iron, salt, or rubies? We all know that any DM can change any of the information presented in a source book to better fit their idea of their setting but that does not mean that there shouldn't be guides available. Now, the more plausible argument is that WotC cannot possibly fit all the information a DM may or may not want into the source books. Since there is a limited amount of space the designers had to make choices about what material was placed in and what was left out based on what they felt would be the most useful to the greatest amount of players. But you didn't make that argument did you? No, you made the "I don't like your idea so it has to be wrong" argument which is just asinine. @LeviRocks is completely within their rights to feel that a price guide for things like wood should have been included and you are within your rights to disagree with them.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!