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.
I like the living expenses idea. I'm confused by the modest "take average" entry though. It strikes me that a Poor level could reasonably be reliably better than a Modest level. For that matter, all the bad levels could be "above average" on a good roll. What if we added "or average" to the end of Wretched, Squalid, and Poor? For example:
ReplyDeleteWretched - Worse of 3 rolls or average
Squalid - Worse of 2 rolls or average
Poor - Worse of 1 roll or average
Modest - Average HP
You're a hard ass.
DeleteBut perhaps you're right.
With your scheme, which is probably better, no one will ever try to cheap out, but then who ever tries to live poor if they don't have to.
>> but then who ever tries to live poor if they don't have to.
DeleteWarlocks and Sorcerers who don't have to worry much about HP anyway and can use their ca$h for crafting magic.
>> 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,
ReplyDeleteRaise dead should be MUCH more expensive than a suit of full plate. For that matter, should we even allow NPCs to raise dead? Didn't that get us in trouble in the last campaign?
The "At Least" for the Identify and Raise Dead is actually the material component cost, so the cost if you do it yourself, not the retail cost.
DeleteI'm always iffy on Raise Dead altogether. I just wanted to include the cost for reference
I would be on board for a flat treasure economy, except for crafting. Maybe we can swap out the cost of the raw materials for something else? http://i.imgur.com/WhhegbS.png
ReplyDeleteI'm not quite following you.
Delete>>Maybe we can swap out the cost of the raw materials for something else?
DeleteI've got some ideas. I suppose that if we're going with flat cash, it could potentially make crafting completely worthless, and without anything BUT upkeep to spend cash on the economy could suck.
I've got some ideas we can talk through this weekend. Let's table the cash economy for the time being.