By that I mean that the sheer number of coins that are expected to buy pretty much anything at mid-to-high levels is so absurd that it makes the old imagery of treasure chests full of the stuff feel not only underwhelming but burdensome.

If 50 coins equal one imperial pound, as the rulebooks typically state, you could just about melt down and hammer out a house or a boat approximating the prices in the book for such things. It gets even sillier when magic items are so obscenely priced yet at the same time a typical adventuring party picks up so many of them that they could, materialistically speaking, pull a Mansa Munsa on any quasi-medieval economy if such items are really priced that highly where a hand-me-down magic protection ring could set up a peasant in endless luxury for life.

I don't try to fix all of that mess, but I do tend to use a house rule where coins have as much written buying power as 100x the listed prices for most things, and the coins found in a listed lair are reduced by to 1/100th of the listed values, which also keeps coppers, silvers, and electrum relevant a lot longer. As long as all the players remember the conversion tables and don't forget them in a way that fucks up the bookkeeping, it works pretty well.

How about the rest of you? :d20:

  • Eris235 [undecided]
    ·
    1 year ago

    Lol, maybe thats not the standard then.

    I know 5e's "random loot table" generates most of its higher level gold value in items, gems, and art, with not too much bulk coin, and the PF2e adventure paths I've been running have generated the 'cash flow' to the players mostly with appropriately level magic items.

    I don't really remember how 3.5 did it. I know Gygaxian dnd tended to lean on literal 'piles of treausure', so maybe some of the OSR games are still doing that, but I don't really know those games well.