dnd:economics
Table of Contents
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.
Ship Leases
Chartering a ship can cost between 10 and 50 gp. DM could roll:
- d6 x10 gp to account for “markup”, or
- (d4 + Capt CHA) x10 gp
An NPC (such as Renaer) might hire the party and provide the ship themselves, most likely paying the party for their time
General Store
Item | Price |
---|---|
Abacus | 2 gp |
Acid (vial) | 25 gp |
Alchemist’s fire (flask) | 50 gp |
Amulet | 5 gp |
Antitoxin (vial) | 50 gp |
Backpack | 2 gp |
Bait | 5 cp |
Barrel | 2 gp |
Basket | 4 sp |
Bedroll | 1 gp |
Bell | 1 gp |
Blanket | 5 sp |
Block and tackle | 1 gp |
Book | 25 gp |
Bottle, glass | 2 gp |
Bucket | 5 cp |
Candle | 1 cp |
Carpenter's Tools | 15 gp |
Chain (10 feet) | 5 gp |
Chalk (1 piece) | 1 cp |
Chest | 5 gp |
Clothes, Common | 5 sp |
Clothes, costume | 5 gp |
Clothes, Fine | 15 gp |
Clothes, traveler’s | 2 gp |
Cobbler's Tools | 25 gp |
Crowbar | 2 gp |
Crystal | 10 gp |
Fishing Tackle | 1 gp |
Fishnet | 1 gp |
Flask or tankard | 2 cp |
Grappling hook | 2 gp |
Hammer | 1 gp |
Hammer, sledge | 2 gp |
Holy water (flask) | 25 gp |
Hourglass | 25 gp |
Hunting trap | 5 gp |
Ink (1 ounce bottle) | 10 gp |
Ink pen2 | cp |
Jug or Pitcher | 2 cp |
Kit, healer’s | 5 gp |
Kit, herbalism | 5 gp |
Kit, mess | 2 sp |
Ladder (10-foot) | 1 sp |
Lamp | 5 sp |
Lantern, bullseye | 10 gp |
Lantern, hooded | 5 gp |
Leatherworker's Tools | 5 gp |
Lock | 10 gp |
Magnifying glass | 100 gp |
Manacles | 2 gp |
Mason's Tools | 10 gp |
Mess Kit | 2 sp |
Mirror, steel | 5 gp |
Mirror, Silver | 25 gp |
Oil (flask) | 1 sp |
Paper (one sheet) | 2 sp |
Parchment (one sheet) | 1 sp |
Perfume (vial) | 5 gp |
Pick, miner’s | 2 gp |
Piton | 5 cp |
Poison, basic (vial) | 100 gp |
Pole (10-foot) | 5 cp |
Pot, iron | 2 gp |
Potion of healing | 50 gp |
Potter's Tools | 10 gp |
Pouch | 5 sp |
Quiver | 1 gp |
Ram, portable | 4 gp |
Rations (1 day) | 5 sp |
Robes | 1 gp |
Rope, hempen (50 feet) | 1 gp |
Rope, silk (50 feet) | 10 gp |
Rowboat | 50 gp |
Sack | 1 cp |
Scale, merchant’s | 5 gp |
Sealing wax | 5 sp |
Shovel | 2 gp |
Signal whistle | 5 cp |
Signet ring | 100 gp |
Smith's Tools | 20 gp |
Soap | 2 cp |
Spear | 1 gp |
Spellbook | 50 gp |
Spikes, iron (10) | 1 gp |
Sprig of mistletoe | 1 gp |
Spyglass | 500 gp |
Staff | 5 gp |
Tent, two-person | 2 gp |
Tinderbox | 5 sp |
Torch | 1 cp |
Totem | 1 gp |
Vial | 1 gp |
Waterskin | 2 sp |
Weaver's Tools | 1 gp |
Whetstone | 1 cp |
Woodcarver's Tools | 1 gp |
Wooden staff | 5 gp |
Yew wand | 10 gp |
Weapons
Weapon | Cost | Damage |
---|---|---|
Battleaxe | 10 gp | 1d8 |
Blowgun | 10 gp | 1 |
Club | 1 sp | 1d4 |
Crossbow, Hand | 75 gp | 1d6 |
Crossbow, Light | 25 gp | 1d8 |
Crossbow, Heavy | 50 gp | 1d10 |
Dagger | 2 gp | 1d4 |
Flail | 10 gp | 1d8 |
Glaive | 20 gp | 1d10 |
Greataxe | 30 gp | 1d12 |
Greatclub | 2 sp | 1d8 |
Greatsword | 50 gp | 2d6 |
Halberd | 20 gp | 1d10 |
Handaxe | 5 gp | 1d6 |
Javelin | 5 sp | 1d6 |
Lance | 10 gp | 1d12 |
Light Hammer | 2 sp | 1d4 |
Longbow | 50 gp | 1d8 |
Longsword | 15 gp | 1d8 |
Mace | 5 gp | 1d6 |
Maul | 10 gp | 2d6 |
Morningstar | 15 gp | 1d8 |
Net | 1 gp | (grappled, prone) |
Pike | 5 gp | 1d10 |
Quarterstaff | 2 sp | 1d6 |
Rapier | 25 gp | 1d8 |
Scimitar | 25 gp | 1d6 |
Shortsword | 10 gp | 1d6 |
Sickle | 1 gp | 1d4 |
Spear | 1 gp | 1d6 |
Shortbow | 25 gp | 1d6 |
Sling | 1 sp | 1d4 |
Trident | 5 gp | 1d6 |
Warhammer | 15 gp | 1d8 |
War Pick | 5 gp | 1d8 |
Whip | 2 gp | 1d4 |
Ammo
Arrows (20) | 1 gp | |
---|---|---|
Blowgun needles (50) | 1 gp | |
Caltrops (bag of 20) | 1 gp | |
Crossbow bolts (20) | 1 gp | |
Dart | 5 cp | 1d4 |
Sling stones (20) | 4 cp |
NPC Lifestyle
(For Players, refer to PHB pp 157 - 159 and DMG 127.)
NPCs get much better deals because they pay for long term sustainable arrangements and DIY
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 |
Running A Business
Fixing up Trollskull Manor
see business
250 up front for guild licencing and 1000gp for renovations taking 12 days
Running A Business
(tavern, 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.txt · Last modified: 2024/01/20 19:59 by ken