I put together the breakdown below to work out bands of wealth and impact assuming somewhat standard D&D prices for things from the books. The TL;DR for me was - 10Ks of gold = minor noble/merchants, 100Ka of gold = major nobles/merchants. That being the case, I would be surprised if most parties were getting close to 100K+ gold before they hit late Tier 3 / Tier 4, at which point they're meant to be the kind of figures that shape the world so ... good?
I would say this is very good! I like how you broke it down withe he bag and chest as well.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
So far I’ve pretty much used the basic economy of D&D and it’s worked well enough. In tyranny of dragons, the giant module and the Waterdeep module there were enough places they could take over and rebuild/expand to drain away a significant portion of their new wealth while the places provide both an income and an upkeep expense that allows for them to have the ability for extended down time as well a possible need for adventuring further if they want. Where I have run not economic problems is with magic items. Using Xanther’s rules I realized that the purchase price of magic items is normally less than the cost to make the item. While that may well be purposeful on WotC’s part it doesn’t work for my world. My rough draft rewrite takes the rolls for cost to purchase and adds that to the cost to create. I’m working my thru the lists of magic items using the major/minor, common/rare etc as well as my own judgment of what should be common and what shouldn’t be ( items like +1 weapons, +1 armor, and useful items any class could use should fairly common while class specific items and higher + items should be significantly rarer and more expensive. If folks want to see the final result feel free to msg me.
So far I’ve pretty much used the basic economy of D&D and it’s worked well enough. In tyranny of dragons, the giant module and the Waterdeep module there were enough places they could take over and rebuild/expand to drain away a significant portion of their new wealth while the places provide both an income and an upkeep expense that allows for them to have the ability for extended down time as well a possible need for adventuring further if they want. Where I have run not economic problems is with magic items. Using Xanther’s rules I realized that the purchase price of magic items is normally less than the cost to make the item. While that may well be purposeful on WotC’s part it doesn’t work for my world. My rough draft rewrite takes the rolls for cost to purchase and adds that to the cost to create. I’m working my thru the lists of magic items using the major/minor, common/rare etc as well as my own judgment of what should be common and what shouldn’t be ( items like +1 weapons, +1 armor, and useful items any class could use should fairly common while class specific items and higher + items should be significantly rarer and more expensive. If folks want to see the final result feel free to msg me.
Regarding the cost of magic items, keep in mind both that the material says lots of them are pretty old, since magic items don’t wear out the way mundane ones do, and that craft projects typically come out at a higher cost than retail, since you’re not getting the wholesaler discount on bulk materials. Also not sure what tables you’re looking at; in XGtE only Common and Uncommon items have the potential to be cheaper bought than crafted, which supports the idea that the ones producing those are using materials they’re acquiring in bulk. If you’re looking at the Selling table, that’s you courting multiple buyers for the best offer, rather than retail prices.
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I would say this is very good! I like how you broke it down withe he bag and chest as well.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
So far I’ve pretty much used the basic economy of D&D and it’s worked well enough. In tyranny of dragons, the giant module and the Waterdeep module there were enough places they could take over and rebuild/expand to drain away a significant portion of their new wealth while the places provide both an income and an upkeep expense that allows for them to have the ability for extended down time as well a possible need for adventuring further if they want. Where I have run not economic problems is with magic items. Using Xanther’s rules I realized that the purchase price of magic items is normally less than the cost to make the item. While that may well be purposeful on WotC’s part it doesn’t work for my world. My rough draft rewrite takes the rolls for cost to purchase and adds that to the cost to create. I’m working my thru the lists of magic items using the major/minor, common/rare etc as well as my own judgment of what should be common and what shouldn’t be ( items like +1 weapons, +1 armor, and useful items any class could use should fairly common while class specific items and higher + items should be significantly rarer and more expensive. If folks want to see the final result feel free to msg me.
Wisea$$ DM and Player since 1979.
Regarding the cost of magic items, keep in mind both that the material says lots of them are pretty old, since magic items don’t wear out the way mundane ones do, and that craft projects typically come out at a higher cost than retail, since you’re not getting the wholesaler discount on bulk materials. Also not sure what tables you’re looking at; in XGtE only Common and Uncommon items have the potential to be cheaper bought than crafted, which supports the idea that the ones producing those are using materials they’re acquiring in bulk. If you’re looking at the Selling table, that’s you courting multiple buyers for the best offer, rather than retail prices.