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*TTRPGs General
Value of a copper piece
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<blockquote data-quote="AngryMojo" data-source="post: 5902115" data-attributes="member: 83096"><p>I'm mostly inclined to use it due to the statement in most editions that the 10 copper per day is enough to live assuming the commoner grows a good portion of his own food and maintains a standard of living according to a pseudo-medieval commoner. While that $7000 USD has different meanings in various locations, so by turn would that 3650 copper. In an exceptionally wealthy country where everybody deals in silver instead of copper I can see a comparison. I don't think I've ever run or played in a D&D game that spends a tremendous amount of time in opulent kingdoms, my characters always seem to be dealing with the drudgery, much and relative poverty of borderlands and tyrannical states.</p><p></p><p>I generally compare standards of living, and I have a hard time drawing an equivalency between the modern lifestyle of a citizen in the US or Western Europe and a D&D commoner. I generally imagine D&D fantasy worlds to be more like feudal Eruope where there simply was no middle class to compare with modern standards. Even skilled artisans were serfs, and couldn't expect much in the wealth department.</p><p></p><p>WFRP actually has a rather extensive explanation of what the common folk live like, and breaks the economy into three different teirs where peasants deal in brass, artisans, merchants and adventurers deal in silver and only the nobility deals with gold. Commoners will in all likelihood never see a gold piece in their lives.</p><p></p><p>In a D&D setting, giving a 10cp/day worker a gold piece worth 100 copper it's the equivalent of giving him ten days wage at once. You can adjust based on your perspective. Expensive magic items are a byproduct of an exponential weath by level growth, which is a big reason why I just say there's no market for them. You can say a +1 Longsword is worth the equivalent of $150,000, but if there's nobody to buy it then it's worth whatever it's sold for.</p></blockquote><p></p>
[QUOTE="AngryMojo, post: 5902115, member: 83096"] I'm mostly inclined to use it due to the statement in most editions that the 10 copper per day is enough to live assuming the commoner grows a good portion of his own food and maintains a standard of living according to a pseudo-medieval commoner. While that $7000 USD has different meanings in various locations, so by turn would that 3650 copper. In an exceptionally wealthy country where everybody deals in silver instead of copper I can see a comparison. I don't think I've ever run or played in a D&D game that spends a tremendous amount of time in opulent kingdoms, my characters always seem to be dealing with the drudgery, much and relative poverty of borderlands and tyrannical states. I generally compare standards of living, and I have a hard time drawing an equivalency between the modern lifestyle of a citizen in the US or Western Europe and a D&D commoner. I generally imagine D&D fantasy worlds to be more like feudal Eruope where there simply was no middle class to compare with modern standards. Even skilled artisans were serfs, and couldn't expect much in the wealth department. WFRP actually has a rather extensive explanation of what the common folk live like, and breaks the economy into three different teirs where peasants deal in brass, artisans, merchants and adventurers deal in silver and only the nobility deals with gold. Commoners will in all likelihood never see a gold piece in their lives. In a D&D setting, giving a 10cp/day worker a gold piece worth 100 copper it's the equivalent of giving him ten days wage at once. You can adjust based on your perspective. Expensive magic items are a byproduct of an exponential weath by level growth, which is a big reason why I just say there's no market for them. You can say a +1 Longsword is worth the equivalent of $150,000, but if there's nobody to buy it then it's worth whatever it's sold for. [/QUOTE]
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