D&D 5E (2024) Help me Houserule 5e Equipment & Items

I think the problem with any rpg economies is that people spend the minimum on everything and nothing on actual quality of life for their characters.

On the one hand, getting money is tough and slow outside of adventuring, and in adventuring the amounts are completely dependent on the DM.
On the other hand, characters don't send a portion of their earning to a family back home, 30-40% on housing, 10-20% on food, etc.-- everything is functionally for luxury goods.

I accept there's no income tax etc., but the economy is fundamentally skewed towards having disposable income, and what they have is an arbitrary amount. Lifestyle prices are there (2gp/day for comfortable, 4gp/day for wealthy), but they are never imposed, and (importantly) it's never a challenge not to provide for yourself and any dependants (not that PCs typically have dependants.)

Living costs money, and people want to have comfort if they can afford it. D&D sidesteps all of that. No one has families they give 30-80% of their earnings to, and even those who will pay to have a comfortable life, will happily spend all their time with someone whose life is squalid because they spend all their cash on ink to craft scrolls (don't get me started on those who suggest their character writes scrolls on horseback and during all downtime).

I know D&D doesn't stand for Debt and Downpayments, but strengthening the purchasing power of the gp can only be meaningful if it's not just shopping. At the same time, anything beyond "shopping" starts to feel not-fun. There are games that make paying off debt a big part of the motivation to adventure (Classic Traveller), and many games that don't introduce economies at all. The sticking point comes when (a) there is an absolutely arbitrary amount of cash available, (b) there are no ongoing financial obligations, and (c) things to purchase are all job-oriented success tools. It's really easier just to handwave money at that point.

I can think of lots of ways to incentivise making a minimum payment towards lifestyle (e.g. anyone who lives below a modest lifestyle functionally lives with a level or exhaustion), but modeling systemic societal imbalances to any degree is going to garner resentment.

(To be clear: I'm not down on there being better and more varied stuff available. But greater diversity of luxury adventuring goods, without solving the amounts of cash avaialble and the lack of ongoing finaincial commitments to family and society risks exacerbating the problem.)
 

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That's not a system failure. That's a table issue.
In my F2F games, in which I have personally made the character sheets for (nearly) all of the characters, their lifestyle is prominently placed near the character's "purse" in their equipment section. I charge them their lifestyle whenever they spend a night in town.

So, while I would say that we absolutely do not ignore or forget that rule. However, I don't think that any player would say that they are particularly enthused by it, or feel that it brings much to the game, or their immersion, or does anything else really useful, important, or interesting.

Anyone care to spitball ways of making it more... worthwhile?
 

Anyone care to spitball ways of making it more... worthwhile?
Well, there's this thread here that made some efforts in that direction.

The general direction seemed to be attaching some actual mechanics to life style. Temp hp for living large.

I might add some stick to go with that carrot. Living squalid might carry risk of disease or injury. This of course might not help then be enthused per say, but at least having to budget in town expenses vs dungeon equipment offers something interesting (yeah, I did see myself type budgeting and interesting).
 

In my F2F games, in which I have personally made the character sheets for (nearly) all of the characters, their lifestyle is prominently placed near the character's "purse" in their equipment section. I charge them their lifestyle whenever they spend a night in town.

So, while I would say that we absolutely do not ignore or forget that rule. However, I don't think that any player would say that they are particularly enthused by it, or feel that it brings much to the game, or their immersion, or does anything else really useful, important, or interesting.

Anyone care to spitball ways of making it more... worthwhile?
It is ignored because it has no impact on gameplay if a character lives like a hermit eating roots or like a king in a 5 star hotel with spa.

What you need in town-mode is to hang the effectiveness of long rest on your living conditions.
If you pay 0 per day for living, you don't rest.
If you pay 1sp per day, you gain 1% of your spend ressources back.
If you pay 1gp per day, that's not 10% and so on.
 

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