Thoughts? Rotten tomatoes?
Seems reasonable to me, but I wouldn't do the buying rules as rigid rules, more as a guideline to what role-playing will flesh out.
Also, the idea of specialties in different towns/regions would be good. For example, in the real world, Italy and Germany produced much high-end plate mail in the late Middle Ages, whereas Spain was famous for swords. And obviously, you can't buy a katana even in Spain, unless the DM wants to build some weird interesting reason that you can . . .
I've always thought of the money in D&D this way:
1 sp = US $1, circa the Wild West, when $1 a day was a normal wage for a cowboy, and came in the form of a largish silver coin. It doesn't really make sense at all when you start thinking about the modern economy, as mass production v. hand crafting is a sea change.
When my players got up to 1000 gp (i.e., 10,000 sp in 3.5e which I run), I started telling them about the things they could buy with it, and that it was more than enough to retire as a wealthy man.
The other thing I think about is that gold is currently worth US $1200/ounce, and 50 gp to 1 lb, so 50 gp = $19,200, so 1 gp = $384.
Which makes a silver piece worth about $40, not far off from minimum wage in modern America, $7 * 8 hours = $56/ day.
But a dagger costing 2 gp = $750 seems crazy, or a longsword being 15 gp = $5760, but I could see maybe 1/4 of that being the "real" value, so maybe 1 gp = $96, rounded off to $100, ish? But the laborers make only $10/day?
It's at this point that I give up and just play the game as written.
