Hey everyone, I've been thinking of ditching the silver penny-pinching money system of AiME and D&D, in favor of the Standards of Living and Treasure Points mechanics from TOR.
For this end I've constructed a price list, using Rich H's (over at the Cubicle 7 forums) list as a starting point. I've also come up with a couple of mechanics that adds some more interactions based on a character's Standard of Living.
Note: Both the price list and the mechanics are works in progress and I've yet to playtest any of it. I blame this on my lack of friends.
When a character's Standard of Living isn't enough to purchase something they want, they may not wish to spend a Treasure Point just for a single purchase. For this reason I've come up with an incredibly simple mechanic for haggling:
Haggling
When a character wishes to purchase an item or service that has a Standard of Living requirement above that which they can afford, they can make an attempt at haggling the price down to an affordable level, using a Charisma (Persuasion), Charisma (Deception), or Charisma (Intimidation) check, whichever is more appropriate, at a DC of 15 + 5 for each Standard of Living rank above that of the character that is attempting the check.
As an example, Beregond, who is currently living at a Martial Standard of Living, wishes to purchase a Great axe (Prosperous). Beregond decides to intimidate the merchant into lowering his price, which means he has to succeed on a DC 20 (15 + 5) Charisma (Intimidation) check.
Keep in mind that some individuals, such as a proud Dwarf-smith, may be offended by an attempt at haggling.
As it is, players can temporarily increase their Standard of Living by spending Treasure Points, but no matter how long a time they're away from home - the place where they presumably keep most of their savings - their Standard of Living never decreases. For this reason I've come up with a way for Prosperous and Rich characters to occasionally feel the need to haggle:
The Cost of Travelling
Adventurers that find themselves away from home for extended periods of time could see their purses lighter and their handkerchiefs fewer.
For every month on the road, a Prosperous or Rich character’s functional Standard of Living is lowered by one rank to represent the general spending of coins and the maintenance of their above-average equipment. When the character’s Standard of Living reaches Martial, it will not be lowered further.
An adventurer can raise their Standard of Living back to its original rank by taking a long rest in a Sanctuary.
And finally, here's the price list itself (original by Rich H over at the Cubicle 7 Forums):
PRICE LIST
The following price list can be used to give players a good idea of typical costs. The price is given in Treasure or as a basic Standard of Living; this is the minimum living standard that a character must hold in order to purchase such an item.
* - indicates an item or service of limited or rare availability, or one that is only available in large towns or cities.
# - indicates an item or service of exceedingly limited or rare availability, found only in select locations, and most likely unavailable for purchase; a lucky adventurer may receive it as a gift or a reward.
INNS
Price includes staying in the common room, with a fire in cold weather, and a meal of common food.
Per person per night (Frugal)
Per horse, hay feed (Poor)
Luxuries
Private room, with door (Prosperous)
Noble-quality dinner (Rich)
Wine, 1 serving, local (Prosperous)
Oats for horse (Martial)
Pipeweed, one pouch * (Martial)
FOOD & DRINK
Supplies
Preserved rations, per week.
Common rations, good for 1 week (Martial)
Superior rations, good for 1 week (Prosperous)
Cram rations, good for 2 weeks * (Rich)
Honey-cake, good for 4 months #
Lembas, good for 6 months #
Food
Price shown is for good quality. Adjust base price accordingly for poorer or higher quality items.
One common meal (Martial)
One superior meal (Prosperous)
One noble meal * (Rich)
Boiled ham, per whole ham (Frugal)
Bread, per loaf (Poor)
Cheese, hunk of (Poor)
Eggs, per three fresh hen’s eggs (Poor)
Gruel, per bowl (Poor)
Honey, per jar (Martial)
Milk, per mug (Poor)
Roast chicken, per whole animal (Frugal)
Roast haunch of beef (Prosperous)
Roast mutton, per portion (Martial)
Roast suckling pig, per whole animal * (Prosperous)
Smoked salmon, per whole animal * (Rich)
Drinks
Ale/beer, per pint (Frugal)
Cider, per pint (Frugal)
Mead, per pint (Frugal)
Local wine, per jug (Martial)
Foreign wine, per jug * (Prosperous)
Dorwinion wine, per jug * (Rich)
Local wine, per barrel (Prosperous)
Foreign wine, per barrel * (Rich)
Dorwinion wine, per barrel * 1TP
FEASTS
Includes all edibles and drinkables, delivery, cooking, clean up, and service. Prices are for 20 people.
Ordinary feast * (Rich)
Quality feast * 1TP
Superb feast * 2TP
Grand feast * 3TP
Regal feast * 4TP
HORSES
All animals are trained for their station. The standard, average-quality horse is some shade of brown; a black or white horse, or one of some other unusual quality, costs at least twice the base amount.
Old, or half-starved, pony (Frugal)
Healthy pony (Martial)
Draught horse (Martial)
Riding horse * (Prosperous)
War horse * (Rich)
Mule (Prosperous)
CARTS
Wagon (4-wheeIed) * (Prosperous)
Cart (2-wheeled) (Martial)
LIVESTOCK
Price shown is for a good quality breed. Adjust base price accordingly for poorer or higher quality items.
Sheep, goat, pig / sow (Frugal)
Lamb (Frugal)
Ram (Martial)
Milk cow (Prosperous)
Ox (Prosperous)
Rabbit (Poor)
Chicken (Poor)
Goose (Frugal)
Partridge * (Martial)
Cat, common (Poor)
Dog, sheepdog (Frugal)
Dog, hunting (Martial)
CLOTHING
Price is for an entire set of current good quality fashionable clothing. Also available are old fashion clothes cost halved, winter clothes cost double.
For men, lowly materials (Martial)
For women, lowly materials (Martial)
For children, lowly materials (Frugal)
For men, noble materials * (Prosperous)
For women, noble materials * (Prosperous)
For children, noble materials * (Martial)
For men, regal materials * (Rich)
For women, regal materials * (Rich)
For children, regal materials * (Prosperous)
For travellers, spring & summer (Martial)
For travellers, fall & winter (Martial)
JEWELRY
The standard item is of typical quality; very fancy or cunningly crafted items may cost up to twice the usual price or, if unique and beautiful, even more. In Dale, one can find stunning works of royal quality that easily fetch up to three times the standard value.
Brooch or medallion, gold * 2TP
Brooch or medallion, silver * 1TP
Earrings, common (Prosperous)
Earrings, gold * 1TP
Earrings, silver * (Rich)
Ring, gold * 1TP
Ring, silver * (Rich)
Ring, signet * (Rich)
Dish, gold * 1TP
Dish, silver * (Rich)
Goblet, golden * 1TP
Silver ring with diamond * 7TP
Gold ring with emerald * 5TP
Silver medallion with diamond * 8TP
Gold medallion with diamond * 10TP
Finished silver and gold pieces that combine fine craftsmanship with valuable stones can be worth much more than the standard accessories listed above; those prices are given only as a baseline. Only the wealthiest nobles of the land can afford such opulence, and these items can generally only be produced on commission from a celebrated artisan.
COMMON SERVICES
Composition, heroic lay * (Prosperous)
Composition, love poem * (Prosperous)
Composition, mocking poem * (Prosperous)
Harpist (per festival or event) * (Rich)
Jongleur (per night) (Prosperous)
Lute player (per festival or event) (Prosperous)
Singer (per festival or event) * (Prosperous)
Copy a book (per page) * (Prosperous)
Read a letter * (Martial)
Write a letter * (Prosperous)
Haircut or shave (Martial)
Professional herald (per day) * (Prosperous)
Messenger *
Short journey (up to 3 days) (Martial)
Medium journey (up to a week) (Prosperous)
Long journey (1 to 3 weeks) (Rich)
Funeral
Low-class (Frugal)
Middle-class (Prosperous)
Noble (Rich)
Regal 12TP
Mercenaries (per month)
Bandit (Martial)
Footmen * (Prosperous)
Armoured footmen * (Rich)
WEREGILD
Customary weregild for the dead under the laws of Dale. Other cultures require weregilds based on their Standard of Living’s yearly spending, or they may simply imprison or execute murderers.
Weregild for a common man 12TP
Weregild for a landless noble (x5) 60TP
Weregild for a thane (x10) 120TP
ARMOUR
Light Armour
Leather jerkin (Frugal)
Leather corslet (Martial)
Medium Armour
Hide (Frugal)
Corslet of mail (Martial)
Scale hauberk * (Rich)
Corslet of mail, Dwarf-Forged * 8TP
Scale hauberk, Dwarf-Forged * 9TP
Heavy Armour
Ring-mail (Prosperous)
Heavy mail * (Rich)
Ring-mail, Dwarf-Forged * 7TP
Heavy Mail, Dwarf-Forged * 10TP
Shields
Shield (Martial)
Great shield (Prosperous)
WEAPONS
Price shown is for a good quality weapon. Adjust base price accordingly for poorer or higher quality items.
Simple Melee Weapons
Club (Poor)
Dagger (Frugal)
Great club (Poor)
Hand-axe (Frugal)
Hammer (Frugal)
Mace (Frugal)
Staff (Poor)
Spear (Frugal)
Simple Ranged Weapons
Shortbow (Martial)
Sling (Poor)
Martial Melee Weapons
Axe (Martial)
Great axe (Prosperous)
Great spear (Martial)
Heavy scimitar * (Rich)
Longsword (Prosperous)
Mattock * (Martial)
Scimitar * (Prosperous)
Shortsword (Martial)
Broadsword (Prosperous)
Warhammer (Martial)
Axe, Dwarf-Forged * 3TP
Great axe, Dwarf-Forged * 6TP
Longsword, Dwarf-Forged * 7TP
Shortsword, Dwarf-Forged * 3TP
Broadsword, Dwarf-Forged * 6TP
Martial Ranged Weapons
- Great bow (Prosperous)
EQUIPMENT
Backpack * (Frugal)
Barrel (Frugal)
Basket (Frugal)
Bedroll (Frugal)
Bell (Frugal)
Blanket (Frugal)
Block and tackle (Frugal)
Book (Prosperous)
Bottle, glass (Frugal)
Bucket (Poor)
Candle (Poor)
Case, map or scroll * (Frugal)
Chain, 10 feet (Martial)
Chalk, 1 piece (Poor)
Chest (Martial)
Crowbar (Frugal)
Dalish Fireworks * (Prosperous)
Dwarven Toys * (Rich)
Fishing tackle (Poor)
Flask or tankard (Poor)
Grappling hook * (Martial)
Hammer (Frugal)
Hammer, sledge (Frugal)
Healer’s kit * (Martial)
Hourglass * (Prosperous)
Ink, 1 ounce bottle * (Martial)
Ink pen (Poor)
Jug (Poor)
Ladder, 10 feet (Frugal)
Lamp (Frugal)
Lantern, bullseye (Martial)
Lantern, hooded (Martial)
Lock (Martial)
Magnifying glass * (Rich)
Manacles (Martial)
Mirror, steel * (Martial)
Oil, flask (Frugal)
Each flask lasts for 12 hours
Parchment, one sheet * (Frugal)
Pick, miner’s * (Frugal)
Pocket handkerchief (Frugal)
Pot, iron (Frugal)
Pouch (Poor)
Quiver (Frugal)
Robes (Frugal)
Rope, hempen, 50 feet (Frugal)
Sack (Poor)
Saddle (Prosperous)
Scale, merchant’s (Martial)
Sealing wax (Frugal)
Shovel (Frugal)
Signal whistle (Poor)
Soap * (Poor)
Spikes, iron, 10 (Frugal)
Tent, two-person (Martial)
Tinderbox (Frugal)
Torch (Poor)
Each torch lasts for three hours
Travel Pots and Pans (Frugal)
Vial * (Martial)
War Horn (Martial)
Waterskin (Frugal)
Whetstone (Poor)
Converting Prices into Coin
Should a player wish to know the actual price of an item in gold pieces, silver pennies and/or copper coins use the following as a very rough rule of thumb:
- Poor: prices for such items range from 1 to 20 copper coins
- Frugal: prices for such items range from 20 to 60 copper coins (5 silver pennies)
- Martial: prices for such items range from 60 (5 silver pennies) to 120 copper coins (10 silver pennies)
- Prosperous: prices for such items range from 10 silver pennies to 20 silver pennies (1 gold piece)
- Rich: prices for such items range from 20 silver pennies (1 gold piece) to 40 silver pennies (2 gold pieces) or more
- The value of one Treasure Point is roughly the amount of money needed to sustain a character at a Prosperous Standard of Living for one month, i.e. about 1 gold piece
Submitted January 01, 2017 at 01:17PM by thisismytruetruename http://ift.tt/2imGRsU
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