MGibster
Legend
I don't take D&D very seriously at that includes the economy of whatever setting I'm running. My first 5th edition campaign was tongue-in-cheek, player characters went to adventurer school, majoring in Barbarian, Wizard, or maybe Cleric, and I told the players the prices in the PHB were adventurer rates. As adventurers, you're going to be spending a lot more money than anyone else on even the most mundane of items. To be a skinflint would be embarrassing and if you're not making gold hand over fist you're probably dead anyway. Even in a more "serious" D&D game, I don't consider the PCs to be a normal part of the economy. They're like a local version of Mansa Musa coming in with so much gold it ruins the economy of the Kingdom of Keoland.RPGs don’t have economies. There are no market forces. Supply is unlimited and demand comes exclusively from three to five people. There are no natural resources and no labor being done to turn them into products. Even time isn’t really a resource because a few minutes of game time can be stretched out over weeks of play, and months or years can be skipped past with a sentence or so of narration. It’s impossible to simulate an actual economy under such conditions.
For most RPGs, I prefer a more abstract system that doesn't require anyone to keep track of every penny, half-penny, or farthing. For modern games, I like Call of Cthulhu where Credit Rating is used to determine how much a character can spend. Depending on their Credit Rating, a PC will have X amount of incidental spending they can do each day and making larger purchases as necessary. It's not perfect, but I'm not in a Cthulhu game to play economics.