There seems to be a grand misunderstanding about wealth and what to do with it in 4th edition D&D. Actually, you could extend this back to all editions pretty easily but it’s especially applicable to 4E and we’ll come back to why that is in a little bit.
First, let’s define a couple terms. For the purposes of this disucssion, “wealth” includes both money and goods – anything your characters own. “Goods” covers weapons, armor, magic items, residuum, spell components, mundane gear and rituals. Anything that has weight (even if you ignore encumbrance rules) and you stow it somewhere on your person or in a backpack is considered “goods.” “Money” covers all forms of minted currency (gold, silver, platinum, etc), precious metals, gems, art objects and astral diamonds.
Now if your games are anything like the hundreds I’ve played in my life, the wealth cycle is very limited. PCs go into stores, buy equipment with gold they “earned” from adventuring and that’s the end of it. Maybe you sell old equipment for gold and use that gold to buy better equipment, but that’s not really very different. Is there really any other use for money besides equipment upgrades? Alright, maybe you drop a few silver at the inn for dinner and pleasure from time to time. If your DM is a big stickler for trail provisions, maybe you buy rations every couple weeks. You might even pass the town guard a couple gold to look ‘over there’ while you do something slightly illegal. Fine. Do you actually keep track of those expenditures, though? Do they have any appreciable effect on your overall wealth gain? If you didn’t have the money, wouldn’t you just find another way to get the job done? By the end of Level 3, your party has earned over 3,000 gold pieces (outside of magic items!) and your party skill monkey can probably hit a DC 25 check to forage for food and water just fine, maybe with a little help. My point is, the answer to those three questions are probably No, No and Yes. That means unless your party is at very low levels and the simulation factor in the game is very high, the overwhelming majority of your money is likely going to equipment. This leads us to an important conclusion:
Point No. 1: Money is just Goods waiting to come into existence.
Need more proof? Go open your DMG – page 126 – and look at the party wealth per level tables. Those gold piece values aren’t arbitrary, you know. The amount of money you are supposed to gain each level is EXACTLY equal to two magic items (weapons or armor, not consumables) of your level. That is to say that every table in that book for party wealth boils down to 6 magic items; one Lv+4, one Lv+3, one Lv+2, one Lv+1 and two Lv+0. That’s it. You could toss money out of the game completely and as long as you have items, it will work. Furthermore, if you use the inherent enhancement bonuses as described in DMG2, you don’t even necessarily need magic equipment to keep up with the power curve of the game. Dark Sun has shown us that just fine. With the bonuses in place, you don’t need constant equipment upgrades and since you don’t need Goods, you don’t need Money.
Congratulations, you’ve just created a transhumanistic utopia. But wait, we still use both money AND goods in our game. Why? We do it because players love options. We love the ability to customize our characters. Whether that’s the ability to resist 15 damage for one round per encounter or send a message to a friend halfway around the world, we want to be able to do interesting and unique things. This is the next important conclusion:
Point No. 2: Goods are just the ability to customize our characters and affect the game world.
Combine Points 1 and 2 and you come up with an INCREDIBLE understanding:
Money is the potential to change the game world and effect the players’ will upon it. Goods are the changes made.
That’s HUGE and yet we just skim over it like it’s no big deal. Other games use Aspects or roleplaying currencies or ‘pass-the-stick’ mechanics (all of which are perfectly fine, mind you) to bring player narration and input to the table. Many of the players of these games scoff at D&D for failing to do so. To some extent, they’re right. The problem is not that the ability isn’t there, however; it’s just grossly underutilized. So if buying and selling goods for gold in shops is all you do in your game regarding wealth, then let me tell you that you’re keeping an INCREDIBLE amount of potential locked in a very small space where it’s not working NEARLY the full breadth of its magic for you.
Let me say in closing that I don’t like 4E’s base economy at all and I know many would agree with me. From a simulationist standpoint, do YOU go around carrying thousands of dollars in cash in your wallet? Does it make sense to have a less technologically advanced society than us minting vast quantities of standardized coinage? And seriously, what’s up with this 20% return rate? I understand why it’s done the way it is, but it’s just so… contrived. Then there’s the narrative problems – I go around the world slaughtering monsters and righting wrongs (probably), but no one’s heard of me? The gods don’t owe me one for being such an awesome guy? Where’s the feedback?
What happens if we dissociate the actual power from the ‘skin’, which is little pieces of metal and odd arcane gadgetry? Answer: The game changes – forever and for the awesome. Come back on Monday and bring your favorite Hanzel und Gretyl album, ’cause I’m about to rock your world.
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If this is going where I think it’s going, then I’ll have yet another mechanic from you guys that I’ve been trying and failing to emulate in-game. It’s like you’ve sucked my brain and are using it like a rules mods roadmap.
I think that’s awesome. Please keep it up.
Interesting article – my Dark Sun game is using the new item rarity rules, and I’m experimenting with going completely off the parcel system, giving out a good deal more money than standard. Since there’s not much in the way of unbalancing magic items to spend it on, the players are starting to discuss using it to put their mark on the world – renting trade offices, eventually building strongholds, hiring armies, etc. The fact that magic items are both rare and not available for purchase suddenly kicked them into thinking of money as potential change. Two birds, one stone and all that.
Also, just a point about the coinage issue – it doesn’t take a whole lot of tech to mint coinage. Coins have been around for millennia. They didn’t really need to be standardized, since what’s important with a metal coin is the actual amount of metal. Trust of the source mint is an issue, but usually there wouldn’t be all that many groups with the means to mint their own coins, so it wouldn’t be too hard to keep track of. I’ve always justified the abstraction into gold, silver, and copper coins as a simplification of the “real” currency the characters are dealing with into standardized units for easy record keeping by the players. I generally try to narrate in various types of coinage for flavor, but give them a standard value to write down for simplicity.
I’ll be curious to see where this goes because it’s a great point, but I do want to raise one area where I see a potential problem. Money (and all other world-shaping activities characters can engaging, making allies, supporting groups and otherwise engaging the setting) are very hard to do in a game with a very broad level spread, as is the case in D&D and is arguably especially the case in 4e.
The issue is that the changes you make to the world at level 5 will have a very hard time feeling relevant at level 25. Sure, the DM can jump through hoops to try to make it work, but it’s a tough row to hoe. The time and effort you put into, say, helping the local charity hospital in your home town get on its feet is _incredibly_ rewarding so long as you’re still playing within that sphere, but once you change tiers, not only does the default of play take you away from those places you’ve put down roots, your actions and capabilities are now better suited to changing the whole city, not just one part of it.
Not that I’m saying it’s an insurmountable problem, but it’s not a trivial one, and it’s worth bearing in mind.
Looking forward to the next part.
-Rob D.
WBL…and world-changing effects…
WHOOOOOOOOOOOOOOA.
Way cool article. I recall the Dragons Landing Inn Podcast and for a long while they were happy in game running a theater. I mean really really in game getting a acting troupe and running a theater. Totally throwing of the DM. But I did like the idea of it.
Excellent post. I’ve always had trouble with fantasy world economies. I could probably write something about how to work this out.
You left an important thing out: It’s hard to trade a +1 holy avenger for hookers and blow.
@Brendan – re: minting. Hunh. Learn something new everyday. Thanks!
@Rob – an excellent point and we think we have some ways to deal with it. Stay tuned; I think you’ll approve.
@TW, Andy and DQ – thanks!!
@Seamus – Challenge Accepted!
Holy crap. Way to bait the hook and leave us hanging. By the way, I’m pretty sure you could trade a +1 holy avenger for hookers and blow, but you might have to go through a pimp.