der_kluge
Adventurer
Reddist, don't know if you want me in your thread or not, but I can give you my two cents on the matter...
(I'm playing in said game this weekend).
For my character, I took starting gold average (75 for a sorcerer), and cut it in half. You'd be surprised what you can buy with 35 gold coins, when you don't have to worry about weapons or armor. I'm actually considering starting with no weapon, though a pitchfork is sounding more and more cool.
I have 16 gold left on my sheet, and I'm thinking of just arbitrarily reducing it to maybe 1 or 2 gold, and some sp and cp. Most of her gear is crappy, rusted stuff that she's had for a very long time. It basically has no resale value of any kind. She is a peasant, and I've built her as a peasant, and to start with 75gp would just kill the versimilitude for me. I did give her a ring that was her mother's, that I placed a gp value of 30gp on, but she'll never sell it, since it has personal meaning for her. So, I guess in a way I kind of worked my way up (arbitrarily) to around 75gp.
I think Daniel's character is actually starting with 0 money. Works into his history, I think, though I'm sketchy on his details, obviously.
FWIW, I think the Magical Medieval Society: Western Europe has a lot of good info on costs, and economy, etc. Looks like it's even on special at $5, I may finally pick it up myself.
When we worked on Artificer's Handbook, we quickly realized the absurdities of the cost structures of magic items. It's why I've always been in favor of questing for components, or purchasing select components for magic item construction versus paying some flat, arbitrary cost. I don't know if anyone in our game is interested in item creation feats (I'm not), but I definitely think we should go with the models in the AH, and use the 5gp modifer to reduce the costs for certain components. I also really like AH's masterwork rules since they scale a lot better. In game terms, a +1 sword is equivalent to a house. Maybe that makes sense, but a high level character with +5 whatevers is the economic equivalent of Bill Gates walking around wearing his fortune in a backpack. It's just not very realistic.
I think when you consider your average village, most money that changes hands would come in the form of cp and sp, and when someone plunks down a gp on a table, it'd be the equivalent of me walking into a McDonald's and asking for change for a $100 bill. It's not unreasonable, just not very common.
I like the idea of gifted items as well, and makes more sense to me. If I were a fighter, for example, I could have given him "dad's chainmail he wore during the war", and given it an arbitrary -1 penalty because it's a bit rusted, and has some broken links in it. Most peasants, when they make that transition towards a 1st level fighter, just aren't going to have the kinds of money they need to plunk down on a set of brand new armor, or a brand new sword.
Pity the PHB doesn't list costs for "used" equipment.
(I'm playing in said game this weekend).
For my character, I took starting gold average (75 for a sorcerer), and cut it in half. You'd be surprised what you can buy with 35 gold coins, when you don't have to worry about weapons or armor. I'm actually considering starting with no weapon, though a pitchfork is sounding more and more cool.

I have 16 gold left on my sheet, and I'm thinking of just arbitrarily reducing it to maybe 1 or 2 gold, and some sp and cp. Most of her gear is crappy, rusted stuff that she's had for a very long time. It basically has no resale value of any kind. She is a peasant, and I've built her as a peasant, and to start with 75gp would just kill the versimilitude for me. I did give her a ring that was her mother's, that I placed a gp value of 30gp on, but she'll never sell it, since it has personal meaning for her. So, I guess in a way I kind of worked my way up (arbitrarily) to around 75gp.
I think Daniel's character is actually starting with 0 money. Works into his history, I think, though I'm sketchy on his details, obviously.
FWIW, I think the Magical Medieval Society: Western Europe has a lot of good info on costs, and economy, etc. Looks like it's even on special at $5, I may finally pick it up myself.
When we worked on Artificer's Handbook, we quickly realized the absurdities of the cost structures of magic items. It's why I've always been in favor of questing for components, or purchasing select components for magic item construction versus paying some flat, arbitrary cost. I don't know if anyone in our game is interested in item creation feats (I'm not), but I definitely think we should go with the models in the AH, and use the 5gp modifer to reduce the costs for certain components. I also really like AH's masterwork rules since they scale a lot better. In game terms, a +1 sword is equivalent to a house. Maybe that makes sense, but a high level character with +5 whatevers is the economic equivalent of Bill Gates walking around wearing his fortune in a backpack. It's just not very realistic.
I think when you consider your average village, most money that changes hands would come in the form of cp and sp, and when someone plunks down a gp on a table, it'd be the equivalent of me walking into a McDonald's and asking for change for a $100 bill. It's not unreasonable, just not very common.
I like the idea of gifted items as well, and makes more sense to me. If I were a fighter, for example, I could have given him "dad's chainmail he wore during the war", and given it an arbitrary -1 penalty because it's a bit rusted, and has some broken links in it. Most peasants, when they make that transition towards a 1st level fighter, just aren't going to have the kinds of money they need to plunk down on a set of brand new armor, or a brand new sword.
Pity the PHB doesn't list costs for "used" equipment.
