Does the DnD economy need to go through a period of deflation?

Realistically...

No, I don't adjust to make it easier for the party.

29,000 is a lot; perhaps on the extreme edge. But that giant represents a hazard that has *probably* killed 1,000 or more peasants, each with an average of 29 sp in his purse.

The D&D rules are based on a "silver piece standard", meaning that most transactions are geared around prices in silver pieces in the normal economy. Sometimes the treasure handed out is designed in such a way that the party has to *choose* whether it is worth carrying it all around. Some parties might choose to bury all or some of such a bulky hoard, using it as an emergency fund. This is especially good when it is all in silver pieces. :)

Consider this... the US Mint says that the $20 bill is the most commonly used bill. Think about how often the average worker sees a $100 bill. It usually stands out as an unusual event. That's how gold coins work in D&D.

The treasure tables are designed to dispense more silver than anything else, because that is the most commonly used denomination. :) They are a nice, quick solution and work well, especially when the DM wants to focus on the adventure and not too much on economics.

Now, an *evil* DM would see the PCs coming into town with 29,000 silver pieces and see an opportunity. If the PCs start spending cash that is a significant portion of the "total cash" in the community, the local economy can become seriously skewed. This is mentioned in the DMG (Chapter 6: World Building, p.156), if the party starts pumping a lot more cash into the local economy... there could be reprecussions. Naturally, this is more of an issue in smaller communities.

Most people trade in goods (this is mentioned, PH, p.96), swapping chickens for nails, or pigs for firewood, and so on. If the adventurers buy up a big chunk of the local supplies, they may find that their cash is not accepted. Picture a local farmer "Can't put silver in m' fireplace... chop me some firewood, sonny, then we'll talk."

Take a large town, with a 3,000 gp limit. That 29,000 silver pieces is equivalent to being able to walk into a modern large town and purchase, in cash, the one Ferrari that the local car dealer keeps as a showpiece.

Personally, I don't use the tables. I prefer to tailor my treasures, and I make use of commoddities. Instead of giving the PCs 30 gp, I might give them 30 gp worth of sheep and cattle. This was especially true in an adventure where the PCs chased some Orcs who had been raiding the nearby farms. The farmers did not have coins; they had sheep, pigs, and cattle. So that's what the PCs found in the Orc camp on the mountainside.

Of course, then the Dwarf made a big fire and roasted a pig. It was tasty (good Profession (Cook) check), but it looked to the people in the valley below like the Orcs were signalling for an all-out assault. *That* did not go over well.
 

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Zogg said:
There were also four ogres in the encounter. Failed to mention that.

That still doesn't seem to work out. I'd guess that your DM is handing out treasure by individual creature, where the rules do it by the whole encounter, based on the Encounter Level.

A hill giant is CR 7. The 4 ogres work out to be about EL 6. Making the encounter as a whole an EL 9, roughly. By the DMG, an EL 9 encounter generates 2d8 thousand silver pieces.

Now, it's perfectly legal for the DM to hand out non-standard treasure. I do it all the time. I'm merely stating that the difficulty you percieve (the large number of small coins) isn't so much a problem of the game system as it is of the particular DM.
 

Zogg said:


There were also four ogres in the encounter. Failed to mention that.

I'd say very little of that money would be on the critters, unless they were moving to a new lair.

Track their steps back to their lair, and you might find all sorts of coins and gems adding up to large sums of money (as you listed).

Standard ogre and hill giant day:
* Wake up, eat
* Kill passing travellers
* Drop shiny coins off in lair
* Eat a lot more
*repeat

Or something :-)

Skaros
 

I have been running a game set in a city in crisis for two years. Governments and other entites began issuing ad hoc paper money which was not universally accepted so the characters ended up with currency they couldn't usefully exchange for many things.

Next, the Treasurer of the city devalued the currency by converting everything into base 12. Suddenly there were 12sp and 144cp in a gp. Not only did this mean currency devaluation, it made all the currency conversions problematic for the PCs and made them easier to swindle and confuse.

The real world is full of examples of currencies failing and screwing up; there are plenty of possible bases for screwing with your game's currency.
 

I use the tables, but inject common sense into it. A pair of minataurs once had 15,000 sp or so. Well, that's 300lbs of silver coins, no way they're taking them along raiding. I figured the randomly rolled loot was in their lair, the PC's didn't bother tracking them so the loot was never found. Now in some situations I just substitute, IE instead of 30,000sp just give them 100 platnium or better yet a magic weapon. That way they can have a tougher encounter too.

If they're transporting a cargo of something that's good too. Especially 20lb gold bars they're worth 1000gp. Bag full of diamonds, etc. All these are easier solutions then adjusting the D&D economy.
 

Simple. Have the local lord charge them taxes. That is what happens in one of the games I am in. Whenever we come back into town from adventuring we are stopped by the local guards and asked what goods we have. We are then charge a tax based upon that. I am guessing that have a log have what we had last time we came in and the taxes are based on what is *new* to the party.

It has actually became a standing point of order that before we enter into town my character, the rogue, hides a few hundred gold worth of coins from the guards. She then divdes it up amongst the party.
 

jgbrowning said:
Simply switch from a Gold Based system to a Silver Based system. Change most prices to reflect that, but keep certain campaign specific items in GP.

Yes, this is probably the best solution, and has been suggested many times over the years (i.e., about a 1/10th reduction in al treasure and prices). This at least brings prices within an approximation of real-life Middle Ages prices.

Unfortunately, the original AD&D prices were established in the context of a local "boom economy" due to massive treasure-finds in the area (AD&D 1st Ed. PHB, p. 35 under "The Monetary System"). These prices were used universally and never adjusted since.

Gygax even when he was writing Greyhawk-based novels used a radically different monetary system where gold was very valuable, and you had additional coins like "bronze pieces" which were worth fractions of a copper (b.p. also appear in some of his AD&D modules like "The Forgotten Temple of Tharizdun").
 

The problem I have with money in the D&D economy is that it is basically just a proxy for magical gear. Adventurers aren't typically held accountable for any other significant expenses. As a counter example think of treasure in The Hobbit. There are two major hoards:

1. Smaug's hoard: This money causes a war because the dwarves become "sitting ducks" with their huge and immobile wealth, and ultimately when that is settled it is used to rebuild the local economy around the lake and the halls of the dwarves. Most PCs just drop the loot in their bag of holding and spend it all on a magic sword or suit of armor.

2. The troll's hoard: The party hides the treasure and Bilbo recovers it on his way back home. He uses it to live out a comfortable life of leisure to the end of his days, although most of it is gone by the time he leaves for Rivendell. PCs don't care about a retirement plan. They use all of their loot so they can be better at killing things. Living the good life isn't a typical PC priority (exceptions granted) and campaigns usually don't cover a long enough time span for it to even be pervasive in play.

The end result is that the entire D&D economy is based on meta-gaming, and players almost never spend the money the way the characters would.
 

I played a self made merchant prince type character in a campaign where all coins were worth 100 times more than in standard D&D and there were stone coinage below copper pieces and trade gems above gold, as well as mithril, adamantium and eyog coins going higher and then "wheels" bigger trade coins for kingdom level finance.

I remember melnibonean mithril wheels were each unique pieces with artistic quality to them as well.
 

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