I'm putting together some ideas about how the game economy might work. The first two work together on the same scale.
1--FLAT TREASURE IDEA:
I think that to create a workable economy, it might be a good idea to do
away with the scaling treasure hoard with level process. A lot of money at first level should be a
lot of money at high level. Perhaps
work on the idea that the maximum treasure allowed to be given out in one
session is about 1000gp per PC. Much of
the time, it might be far, far less. What higher level monsters will have in
their treasure hoards will be supercool magic items, rather than bigger piles
of coin.
This makes some common big expenses: Healing Potions 50gp, Identify Magic Item (at least) 100gp, Raise Dead (at least) 500gp, Suit of Plate
Armor: 1500gp, all significant expenses,
and requires balancing of spending and savings with living expenses (see
below).
We should make it very difficult to sell magic items for cash (beyond a few hundred coins). Maybe, arrange a swap for land or ships or other high value objects, but let's just imagine that there just aren't 10's of thousands of coins lying around anywhere.
A Flat Treasure System would mean we could make a deck of treasure at first level, and then just add coin and jewelry items to it on a fixed schedule, and then better magic item cards to it as levels progress, rather than re-configuring everything fixed to level.
2--LIVING EXPENSES: The
living expenses in the PHB are as follows:
Level Price
per DAY
Wretched ----
Squalid 1
sp
Poor 2sp
Modest 1gp
Comfortable 2gp
Wealthy 4gp
Aristocratic 10gp
But, there’s no
game effect attached to these expenses at all, other than people liking or
shunning you. If we wanted to use our
old Hit Point to living expenses tie in, it might look something like this:
Level Price per MONTH Hit Die Roll
Wretched
access to trash worst
of 3 rolls
Squalid 3gp worse of 2 rolls
Poor 6gp 1 roll
Modest 30gp take
average
Comfortable 60gp Better of 1 roll or average
Wealthy 120gp Better of 2 rolls, or average
Aristocratic 300gp Best of 3 rolls, or average
Aristocratic or
Wealthy: may add specific residency requirements (must live in the main town,
or own a country house/castle with farmlands and tenants).
This list
should also be the general guide for paying underlings. Laborers and the like would get a “poor”
level, Guards and craftsmen a “modest” level.