Economic Overhaul (5e Variant Rule)

From D&D Wiki

Jump to: navigation, search

Economic Overhaul[edit]

As many of you are well aware, the default prices of equipment in DND, and the details about its currency have been pretty well the same since the release of AD&D in 1977. Which is... impressive... given how much squabbling is done over the prices of things and how unrealistic it can be at times. I will not get to far into it but from its inception gold was used as a driving force for campaigns, in past iterations some classes (ahem... thief... er, sorry.. rogue) actually gained experience points from acquiring it or had to offer it up to use their abilities (cleric and wizard) or use it to build their own entourage of knights and found a kingdom (fighters... mostly). which meant to slow player progression in these tasks, and in turn force them to go adventuring, the prices for everything was greatly inflated to act as a money sink.


a lot has changed since 1977, we no longer roll against THAC0, rogues use D20 for their skills like everyone else, bards have taken the orgy scene away from the wizards(yes... that was a thing... and yes they did it in the pursuit of magic.). And yet coins are still large chunky disks made directly out of precious metals and the prices of things is insanely high. So, how about we fix that?


Currency[edit]

Common coins come in several different denominations based on the relative worth of the metal from which they APPEAR to be made. while the specifics vary from one place to the next, one can just bout bet that any currency they may be carrying will be composed of an alloy of copper, tin, and other inexpensive metals which can give the coins the appearance of being made of Gold, silver, or plain copper. The three most common types of coins are still the gold piece (gp), the silver piece (sp), and the copper piece (cp).


However, gone are the large 20mm (0.78") diameter coins, which counted 50 to the pound. A modern standard coin is small, approximately the size of an American dime and weighing much the same. Being said it takes 200 coins to equal up to a pound of weight.


For large transactions in the hundreds or thousands of coins, letters of credit (signed letters from trusted individuals who can verify the holder’s worth, the earliest form of bank note.) are more often used and exchanged.

Standard Exchange Rates[edit]

the standard exchange rates don't change, so the following is still true 1 gp = 10sp 1 sp = 10cp 1cp = 1 cp (denominations do not get any smaller)

Adjusting prices[edit]

to adjust the prices of things to this new standard simply reduce coin type listed in the price of an item down one category. so for example, a longsword which had cost 15gp, would now cost 15sp. The only exception to this rule is any item already only costing a few CP, these items see their price remain the same. Apply this change across all items and you're done. Now most "expensive" transactions will take place in SP, whereas everyday transactions will take place in CP, finally returning some purpose to these underused coins.

Selling Treasure[edit]

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.


They won’t get full value… or even half value most of the time. On average an adventurer can only expect 5x1D6% of the trade value for their finds (5-30% of the value)

Arms, Armor, and Other Equipment.[edit]

As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. That being said, Weapons and armor used by monsters are rarely in good enough condition to sell.

Magic Items.[edit]

Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.

Gems, Jewelry, and Art Objects.[edit]

These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. Mote: Old-style currency (the chunky coins) would be considered art objects as they are collectable to those who're interested in such things, and as they're actually made of precious metal they are literally worth their weight in whatever precious metal they are made of.

Trade Goods.[edit]

On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods — bars of iron, bags of salt, livestock, and so on — retain their full value in the market and can be used as currency.

0.00
(0 votes)

Back to Main Page5e HomebrewRules

Home of user-generated,
homebrew pages!


Advertisements: