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dnd:economics

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Economics in D&D

Travel expenses

See also travel

Inns and taverns pop up along the road, with

  • meals costing d20 copper pieces
  • lodging costing d20 silver pieces.

General Store

Item Price
Abacus 2 gp
Acid (vial)25 gp
Alchemist’s fire (flask)50 gp
Amulet5 gp
Antitoxin (vial)50 gp
Backpack2 gp
Bait5 cp
Barrel2 gp
Basket4 sp
Bedroll1 gp
Bell1 gp
Blanket5 sp
Block and tackle1 gp
Book25 gp
Bottle, glass2 gp
Bucket5 cp
Candle1 cp
Carpenter's Tools15 gp
Chain (10 feet)5 gp
Chalk (1 piece)1 cp
Chest5 gp
Clothes, Common5 sp
Clothes, costume5 gp
Clothes, Fine15 gp
Clothes, traveler’s2 gp
Cobbler's Tools25 gp
Crowbar2 gp
Crystal10 gp
Fishing Tackle1 gp
Fishnet1 gp
Flask or tankard2 cp
Grappling hook2 gp
Hammer1 gp
Hammer, sledge2 gp
Holy water (flask)25 gp
Hourglass25 gp
Hunting trap5 gp
Ink (1 ounce bottle)10 gp
Ink pen2 cp
Jug or Pitcher2 cp
Kit, healer’s5 gp
Kit, herbalism5 gp
Kit, mess2 sp
Ladder (10-foot)1 sp
Lamp5 sp
Lantern, bullseye10 gp
Lantern, hooded5 gp
Leatherworker's Tools5 gp
Lock10 gp
Magnifying glass100 gp
Manacles2 gp
Mason's Tools10 gp
Mess Kit2 sp
Mirror, steel5 gp
Mirror, Silver25 gp
Oil (flask)1 sp
Paper (one sheet)2 sp
Parchment (one sheet)1 sp
Perfume (vial)5 gp
Pick, miner’s2 gp
Piton5 cp
Poison, basic (vial)100 gp
Pole (10-foot)5 cp
Pot, iron2 gp
Potion of healing50 gp
Potter's Tools10 gp
Pouch5 sp
Quiver1 gp
Ram, portable4 gp
Rations (1 day)5 sp
Robes1 gp
Rope, hempen (50 feet)1 gp
Rope, silk (50 feet)10 gp
Rowboat50 gp
Sack1 cp
Scale, merchant’s5 gp
Sealing wax5 sp
Shovel2 gp
Signal whistle5 cp
Signet ring100 gp
Smith's Tools20 gp
Soap2 cp
Spear1 gp
Spellbook50 gp
Spikes, iron (10)1 gp
Sprig of mistletoe1 gp
Spyglass500 gp
Staff5 gp
Tent, two-person2 gp
Tinderbox5 sp
Torch1 cp
Totem1 gp
Vial1 gp
Waterskin2 sp
Weaver's Tools1 gp
Whetstone1 cp
Woodcarver's Tools1 gp
Wooden staff5 gp
Yew wand10 gp

Weapons

Melee WeaponsCostDamage
Club1 sp1d4
Dagger 2 gp1d4
Greatclub2 sp1d8
Handaxe5 gp1d6
Javelin5 sp1d6
Light Hammer2 sp1d4
Mace5 gp1d6
Quarterstaff2 sp1d6
Sickle1 gp1d4
Spear1 gp1d6
Crossbow, Light25 gp1d8
Dart5 cp1d4
Shortbow25 gp1d6
Sling1 sp1d4
Battleaxe10 gp1d8
Flail10 gp1d8
Glaive20 gp1d10
Greataxe30 gp1d12
Greatsword50 gp2d6
Halberd20 gp1d10
Lance10 gp1d12
Longsword15 gp1d8
Maul10 gp2d6
Morningstar15 gp1d8
Pike5 gp1d10
Rapier25 gp1d8
Scimitar25 gp1d6
Shortsword10 gp1d6
Trident5 gp1d6
War Pick5 gp1d8
Warhammer15 gp1d8
Whip2 gp1d4
Blowgun10 gp1
Crossbow, Hand75 gp1d6
Crossbow, Heavy50 gp1d10
Longbow50 gp1d8
Net1 gp

Ammo

Arrows (20) 1 gp
Blowgun needles (50) 1 gp
Crossbow bolts (20) 1 gp
Sling bullets (20) 4 cp
Caltrops (bag of 20)1 gp

Lifestyle

5e commoner life and economy tables based on social status. Relevant pages are 157 - 159 in the PHB, and 127 in the DMG.

Social status Minimum income/month Lifestyle/month Upkeep/month Taxes/month Profit/month
Poor (unskilled worker, peddlers, thieves) 6 gp 3 gp 2 gp 6 sp 4 sp
Modest (mercenaries, labourers, priests, hedge wizards) 30 gp 15 gp 10 gp 3 gp 2 gp
Comfortable (merchants, skilled tradespeople, military officers) 60 gp 30 gp 20 gp 6 gp 4 gp
Wealthy (shrewd businessmen, highly successful merchants, royal cabinet) 120 gp 60 gp 40 gp 12 gp 8 gp
Aristocrat (politicians, guild leaders, high priests) 300 gp 150 gp 100 gp 30 gp 20 gp

the DMG lifestyle cost is intended for an adventurer. It assumes he buys all his meals, rents lodging and pays for the reparation of weapons and tools. Clearly, this is not the case for all NPCs. Thus, we have to reduce the lifestyle expense of NPCs to accommodate for preparing their own meals, fixing their own stuff and owning their own home. Disclaimer: Many NPCs, especially of the lower classes, would probably in fact be renting and not owning, while the higher classes would not be preparing their own meals or fixing their own stuff. Regardless, I have decided to reduce all lifestyles equally for the sake of 5e simplicity. As we will see later, it generally works out anyway. The question is how much we reduce it by. Of course, there are not guidelines in the books regarding this, but the average today is between 40 % and 70 %, from what I can gather. I'll go with 50 %.

Second, the table only accounts for the NPCs lifestyle expenses. They also have a business to maintain. This is where the difference from our reduction in lifestyle evens out. The poor classes might have to rent, but they generally don't have to maintain their business, as they work for someone else. The homeowners, however, often have a business maintain. So now we pull up the DMG on page 127 and look at maintenance costs. Sadly, it is a complete mess. The maintenance for a farm is 5 sp per day, and that includes the pay for a skilled worked and two unskilled ones. The DMG states we can find the details of skilled and unskilled workers in the PHB. We already did that, and a skilled worker earns 2 gp per day. The minimum maintenance cost of a farm would therefore be 2 gp (for the skilled worker) plus 4 sp (for the unskilled workers), and that is excluding repairs, feeding the animals, maintaining equipment etc. What WoTC were thinking when they made those tables we will never know. I tried playing around with the numbers for maintenance cost for a while, and ended up with it being a third of monthly income. Remember, the farmer farms his own farm, so again the cost is lower than for an adventurer.

There are as many ways to tax poor peasants as there are rogues in a roll20 campaign, but yet again I went for simplicity: A form of poll tax. Every commoner over the age of 14 pays a set tax based on his social status, not his actual income. I am a kind ruler, the tax is 10 %. You can obviously set it as high or low as you want according to the avarice of your ruler or whether or not money is needed for an incoming war/building of a giant statue. The commoners will start losing money at 17 %.

This seems okay. We see that the commoners of DnD are not so freakishly poor as some believe, and if a community pools together its savings they might be able to pay some helpful heroes. Quite a large sum flow through them in the course of a week, but they don't have a lot to spend. Many of them have a family to take care of, spends some nights a month drinking at the tavern, or have to pay for unexpected stuff not covered by lifestyle and business maintenance, so their actual savings each month will generally be lower than their profit. A poor worker can spend 1 silver a week on beer at the tavern, but he won't be saving much if that's his choice. It will take a modest NPC a bit over a year to save up for a healing potion, two years for the antitoxin for his sick daughter. The comfortable smith can buy a second set of tools after 5 months of hard work, while the successful merchant can buy a magnifying glass to more accurately assess gems in about a year. After little more than a month the minor noble can buy a vial of acid to stop the mouth of that pesky guild leader. Everything seems to line up quite nicely with the prices in the PHB.

  • Money is an abstraction. More often than not, the NPCs will not see their pay in the form of coins, but of produce or services. The same applies to their taxes.
  • The monthly costs are also abstractions. Some NPCs might get their pay on a weekly basis, while others only get their money a few times a year.

Running A Business

Fixing up Trollskull Manor

see business

250 up front for guild licencing and 1000gp for renovations taking 12 days

Running A Tavern

(or similar business; small inn, general store, busy local specialty)

Every tenday, roll percentile. For OPTIMAL results, run Advertising at 30gp/tenday to add 30 to roll. (WDH p41)

20 or less: Loss of 90 gp.
21-30: Loss of 60 gp.
31-40: Loss of 30 gp.
41-60: Break even
61-80: Profits = 1d6 × 5 gp.
81-90: Profits = 2d8 × 5 gp.
91 or more: Profits = 3d10 × 5 gp.

Real Estate

Single story wooden house (~3 rooms) 1,000gp
Two story wooden building (30×40 ft) 1,500gp
Stone building (30×40 ft) 3,000gp
Tower 10,000gp
Mansion 40,000gp
Keep 75,000gp
Palace 175,000gp
Small Castle 250,000gp
Large Castle 500,000gp
dnd/economics.1704905868.txt.gz · Last modified: by ken

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