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<blockquote data-quote="DeviousQuail" data-source="post: 9767188" data-attributes="member: 7025431"><p>I like how Dragon Age: Origins did it and implement that approach in many of my games. </p><p></p><p>First, 100cp = 1sp and 100sp = 1gp. I've changed all my 5e prices to match this and it feels a lot better. Mechanically it's no different, but handing a Smith 15gp to make me plate armor instead of 1500gp looks better in my head. </p><p></p><p>Second, the cheapest items available to the players are a few coppers while the most expensive are around 150ish gp. (That's only player equipment. Not stuff like keeps, ships, and the like.) That range works because the rate of earning money isn't growing at a crazy rate as you level. Something like earning 100gp requires X amount of adventuring to start. Your next 100gp will require .8X. The 100gp after that is .65X. You get the idea. </p><p></p><p>Third, that price range from the second point is also nice because cheap, expensive, and items inbetween are useful at all levels. That probably goes beyond "economy" and is more a part of game design, but I try my best to emulate it with most games. It makes spending now vs saving a real consideration at any level without having to always resort to "they're out of stock". </p><p></p><p>Fourth, creating a money sink by donating items that can be found OR bought gives money value even when you've bought everything you need. Ttrpgs will have much more room to implement a money sink, but granting extra xp or allowing you to call on additional allies is pretty neat.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 9767188, member: 7025431"] I like how Dragon Age: Origins did it and implement that approach in many of my games. First, 100cp = 1sp and 100sp = 1gp. I've changed all my 5e prices to match this and it feels a lot better. Mechanically it's no different, but handing a Smith 15gp to make me plate armor instead of 1500gp looks better in my head. Second, the cheapest items available to the players are a few coppers while the most expensive are around 150ish gp. (That's only player equipment. Not stuff like keeps, ships, and the like.) That range works because the rate of earning money isn't growing at a crazy rate as you level. Something like earning 100gp requires X amount of adventuring to start. Your next 100gp will require .8X. The 100gp after that is .65X. You get the idea. Third, that price range from the second point is also nice because cheap, expensive, and items inbetween are useful at all levels. That probably goes beyond "economy" and is more a part of game design, but I try my best to emulate it with most games. It makes spending now vs saving a real consideration at any level without having to always resort to "they're out of stock". Fourth, creating a money sink by donating items that can be found OR bought gives money value even when you've bought everything you need. Ttrpgs will have much more room to implement a money sink, but granting extra xp or allowing you to call on additional allies is pretty neat. [/QUOTE]
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