D&D 5E What could 5E do to make wealth worthwhile?

This is a multi-faceted problem. The economics of D&D make absolutely no sense. A peasant supposedly earns just a few silver per day, yet a dragon might have 10s of thousands of gold in a hoard just a few miles away. This begs the question - where the heck did the dragon get all that from??

A solution to this problem, IME, requires several things.
  • don't give out so much cash. In the real world, if you broke into someone's house (their lair), killed them, and then looted them, you'd be walking away with antiques, jewelry, watches, maybe a coin collection, and other assorted things. Unless the person was a drug dealer, you wouldn't be walking away with bundles of cash. But that tends to be the expectation in D&D.
  • monsters (except for dragons) don't have any real use for money. A lot of monsters simply wouldn't have a treasure pile. They just wouldn't. The only way some would is if they brought back a dead adventurer to a nest and it was eaten, and whatever wasn't eaten, remained. But any sort of creature that travels over a territory would just kill and eat its victim where the battle happened. A hydra isn't dragging bodies back to its nest for fun. In my world, as well, dragons rarely attack humans, because they're not stupid. A dragon can live a long, long life so long as it leaves civilization alone. The moment a dragon attacks a merchant caravan, it invites paladins to come and kill it. As such, they don't tend to have tons of gold coins in their lairs - because they wouldn't have easy access to that stuff.
  • In reality, adventurers wouldn't wander around with thousands of gold pieces in their pockets. A) it's really heavy, and B) people don't tend to walk around in the real world with thousands of dollars on them. So, even slain adventurers shouldn't have piles and piles of coins.
  • treasure, more often than not, should be interesting stuff. I've started to spend more time thinking about treasure - and chatGPT is useful here, in helping me design interesting "mundane" things that the PCs can find interesting, but that don't necessarily have a huge intrinsic value. Last game, they found a key that had religious significance and lore (was completely mundane) yet I told them that it could serve as a reliquary for the purposes of the Holy Aura spell, should they ever get to that level. That's something they'll hold onto, even though it has no real monetary value, although it does to priests of that particular faith.

The inverse also requires work...
  • Most city gates apply a tax, but most GMs don't really bother with this sort of thing. One could implement a "weapon tax" at a gate. So, for each longsword, dagger, etc, the party is carrying, they have to pay a fee to enter. Most D&D players are adults, and as such, we pay bills, and tend to hate that. So, I think part of the neglect here stems from the fact that paying these kinds of taxes is just gloriously unfun.
  • I don't readily sell magic items in my game. If the party manages to find them, it's usually because a thieves' guild has some, and they're always interested in trades and barter, but never outright selling. BUT - most of my major cities have alchemists who sell a wide variety of potions. I've found that PCs are happy to spend a couple of hundred gold on a potion that will turn them into a duck for an hour, even if they never find a use for it.
  • Poisons. Like potions, sometimes my PCs will have the opportunity to find nefarious individuals who craft and/or sell poisons. In my last campaign, they found such a dealer (a cleric of Talona) and for an additional +200gp they could bump the DC of the poison up by 1. I think they spent 3,000 gp on a couple of contact poisons that caused paralysis that had a Con DC of 19.
  • I haven't spent much time thinking about it, but having a vendor who sells "common" magic items, might also be a good way to alleviate the party of cash. A lot of the common magic items are admittedly kind of dumb, so I'd want to sit down and make a list of actually interesting things that people would want to buy, and give them some prices.

I also don't require the PCs to deal with transactions less than 1gp. In other words, don't do the math when you buy an ale for 5cp at the local tavern. It's just not worth dealing with, unless you're playing in an extremely impoverished world, but that's not typical.
 

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A lot of the common magic items are admittedly kind of dumb, so I'd want to sit down and make a list of actually interesting things that people would want to buy, and give them some prices.
That would be super fun. Torch stones that give off torchlight for 1 hour. Sachets of holding that keep up to 50 gp of weight. Skeleton key that works as a single use bonus of +2 to your roll. Love that...stuff.
 


seems like a counter-intuitive solution of making money matter to PCs: make someone else deal with paying for things?
Sorry, you misunderstood my point which was that PC can live like rock stars / action heroes and still don't worry about living expenses. My position on this topic was from the start that wealth doesn't matter per se past first few levels. After that, it matters only as much as players are invested in game world and spending for pure immersion and role play reason, and even then, depending on how morally flexible they are and how personally powerful they are, they can just make others foot the bill for their lifestyle expenses.. If they aren't interested in spending money on things that don't directly improve their characters and have no desire to invest in role play money sinks (keeps, businesses etc), well, money doesn't really matter. With just fraction of magical resources ( cantrip, 2 first level spells, 2 ritual spells) by level 5 entire party can live nice comfortable life without spending dime on it, or for very cheap if the don't want to use those 2 1st level slots.
 

Maybe wealth and things to spend money on needs to be determined at the start of the campaign. If players aren't interested in anything but small adventures or single on-going adventure path with little downtime then it might be a little harder.
Problem is, IME it's usually a mix - some (like me) are really into the downtime stuff while others don't give a flip about it and just want to get back in the field ASAP.
If the party is asked for long-term goals then perhaps that might change since they have something to put the money towards, kind of like wanting to buy a house or car in the real world. If the fighter wants to become a merchant-prince then he can start putting money towards his own trading house, a wizard might want to build their own mage tower at a nexus of mystical energy, and a priest might want to found their own temple of monastery. These would provide money sinks and potentially impact the campaign world, great if the campaign world is constantly re-used with different adventuring groups.
As both DM and player I tend to take this sort of thing as a given (1e as written kind of did, too), unless I'm playing a low-wisdom airhead of a character who only lives in the moment and doesn't think (or care) about what comes next either short-term or long-term.
 

  • In reality, adventurers wouldn't wander around with thousands of gold pieces in their pockets. A) it's really heavy, and B) people don't tend to walk around in the real world with thousands of dollars on them. So, even slain adventurers shouldn't have piles and piles of coins.
We count PC wealth as coins but usually assume it's being carried as gems. The carriage problem rears its head when they find a mountain of actual coins in a dungeon far from town and have to figure out how they're going to get it home.
The inverse also requires work...
  • Most city gates apply a tax, but most GMs don't really bother with this sort of thing. One could implement a "weapon tax" at a gate. So, for each longsword, dagger, etc, the party is carrying, they have to pay a fee to enter. Most D&D players are adults, and as such, we pay bills, and tend to hate that. So, I think part of the neglect here stems from the fact that paying these kinds of taxes is just gloriously unfun.
This. Never mind IME half the characters I've seen-played-known would turn around and try to steal back what they just paid... :)
I also don't require the PCs to deal with transactions less than 1gp. In other words, don't do the math when you buy an ale for 5cp at the local tavern. It's just not worth dealing with, unless you're playing in an extremely impoverished world, but that's not typical.
If I did this, my concern is it would become the thin end of a wedge where that 1 gp limit would eventually become 5, then 10, then etc. to the point where I'm relying just a bit too much on the players' good faith.

That said, IME if a character is buying an ale for 5 cp it'll instead buy ale and meals for the whole party for 1 or 2 gp and have done with it; and another character will cover the next day's meal.
 

IDK why it came up, but my players had to buy horses, and a cart or wagon last game. Normally we don't bother tracking gold, but one player asked "how much is a horse" so down the rabbit hole we went. A horse and a chain shirt cost the same, WTF? Without going back and comparing edition prices I was wondering how to modify the coin to price ratio, so things make more sense. For all the editions of D&D and other RPGs I've read none of them actually take a paragraph to say on what the economy is based that I recall. 5E24 says a coin weighs about a third of an ounce, so fifty coins weigh a pound, so converting that to today's economy (price per ounce of gold) might make sense, but it's very unstable. I think my first step to fix things would be switch everything to copper as the main currency. I think that if I start changing things it's just going to end up creating more issues. Is it worth it, probably not.

I've used this table for most of the time I played 5E, it works but there's no option to fail so I need to build that in, add some level adjustments, make it more granular without making it too complex, but not giving away the store either. Should probably add in spells, potions, magical items too. Perhaps 01%-10% of failure, buying something with a quirk. In 2E I got a nag or unruly horse which made for some pretty funny encounters

How would you expand this list or break it out into other lists so that you don't have to track money and costs?

Mundane PC Equipment Frequency:
1%-75%: Common
76%-90%: Uncommon
91%-98%: Rare
99%-100%: Unique
 

Most city gates apply a tax, but most GMs don't really bother with this sort of thing. One could implement a "weapon tax" at a gate. So, for each longsword, dagger, etc, the party is carrying, they have to pay a fee to enter. Most D&D players are adults, and as such, we pay bills, and tend to hate that. So, I think part of the neglect here stems from the fact that paying these kinds of taxes is just gloriously unfun.
I was planning on implementing taxes and even money changing fees when the PCs bring back piles of ancient gold coins from their latest adventures. I haven't bothered because I simply don't want to do the bookkeeping. It simply doesn't add anything fun to the game.
 


I really don't like the idea of having to pay for training and level up. I can't imagine a player not choosing to level up, so the training cost becomes a tax, it doesn't make treasure simply worthwhile but rather necessary, and if it's necessary then as a DM I have to give out treasure just so that I can then take it away. Or am I really supposed to sometimes tell the players "sorry you don't have enough money to level up"? Isn't that what XP are supposed to mean? Unless you play with some old editions idea that GP = XP, then introducing a second bookkeeping currency for levelling up doesn't add anything to the game that I find interesting.

On the basis that for me "worthwhile" means to create options for the players to make meaningful choices, I think in theory one of them is already there: equipment. Admittedly, this is very loose in 5e, because on one hand the edition doesn't want to force all gaming groups to have a magic items market (unlike 3e), but on the other hand treasure typically increases by level and at some point non-magic equipment prices become irrelevant compared to treasure (unless someone decides not to increase treasure, of course).

So we need to look at non-equipment options for exchanging treasure into benefits.

If we're talking about adding more rules or at least some sketchy guidelines, one possibility to explore is social influence. I am not talking about vague benefits but trying to come up with actual clear consequences of spending treasure. For instance, there could be price guidelines depending on various factors for gaining advantage on a persuasion check, or to change an NPC attitude one step up the friendly scale, or to cause an NPC to give up a fight or even switch side! Factors that affect the price could be NPC level, their own "lifestyle expenses" score, and of course story-based motivations and attitudes.
 

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