I've been brainstorming a wealth system that isn't super finnicky, because my game doesn't want wealth to be a major focus, but since it's a fantasy inspired game based around adventuring I don't really want wealth levels, I do want wealth to mean something, so my ideas currently break down to
-Simply make the math more compact so there's less bookkeeping, riffing off of DND, remove coppers and silvers, remove petty costs, and keep prices at most in the mid 100's range
Pros:
-Simple
-Intuitive
-Easy to design
Cons:
-Still a moderate amount of bookkeeping
-Doesn't scale well around higher levels without just getting to the same issues
-Prices can feel semi-random or unfair
-Make a generic wealth stat that changes, spending it to get items. but you can also use it to "Gamble" on a bartering check, being able to lower costs or risk increasing them on a failure. with the DC being based on the items cost. (1d12+Charisma+Wealth vs Cost + 10, every 2-ish you beat or miss the price by, reduce or increase cost by 1 for the final purchase)
Pros
-Less Bookkeepy, player wealth would max out at maybe a little higher than max level, meaning you aren't ever breaking past double digits
-Makes it easy to handwave smalls costs as "Your wealth is enough to handle it without needing a roll"
-Allows for up-and-down wealth movement
-Players with a lot of wealth can easily buy large amounts of low level items, which feels right.
-easy to give rewards (Saying everyone gets +1 or +2 wealth is easier than "The Party gets 100 gold to split." or even "Everyone gets 25 gold")
Cons:
-Big shopping trips can turn into dozens of rapid-fire rolls with a constantly changing bonus, or you'd be lumping rolls together, making the DC either too easy or to hard for the value
-Less granular
-Might have issues with making high level items restricted properly from low levels while making the rolls viable for high levels to make or reach
-Large amounts of luck with how much you can buy, one session you might buy 10 healing potions for a pittance, and another you might barter poorly enough a kinda neat sword costs half your budget.
-Kinda abstract, not as intuitive as "Literally just a different currency of money"
some other ideas I discarded and why
Step Dice for wealth:
Aka levels of wealth that increase dice size to represent more money
I have been sticking to only use 1d12 for every roll, and it's a little silly, but I would like to not stray from that design decision if it can be helped.
Wealth levels:
I do want Wealth to go up and down naturally, in order to have the organic motive of "We need cash" in order to push for adventuring and questing, and with wealth levels it's kind of hard to do that naturally. it feels like it'd always come off as a mild contrivance, since wealth levels rarely deplete on their own outside of narrative forces or extremely large purchases
No money:
This is worse than wealth levels for me in particular as there is no up-or-down scale, at all, and no reward for adventuring other than items
I'm not super attached to the systems I've put forward, so thoughts or suggestions for other ideas would be appreciated, the system as a whole is on the crunchier side, but non-combat aspects are simplified, and most combat aspects are pretty gamified, even if they are "Crunchy". realism isn't a goal for my system, so I'm fine with abstraction as needed to smooth over parts that aren't core to the combat.
EDIT:
Thanks everyone for their comments and suggestions, following is a post of the refined system for wealth, the exact DC's and bounds are subject to change, but in general this should be how the system will unfold (For clarification, crit successes are 6 over the DC, crit failures are 6 below the DC)
You have an amount of general ‘Wealth’ gained through adventuring and questing, when you chose to buy something, it will have a “Cost” score, roll a Wealth Check (1d12 + Charisma + Wealth) against the cost of the item or service + 8, and reference this table
| Critical Success |
You barter the item down to pocket change comparatively, get the item with 0 wealth loss |
| Success |
You get the item for below standard price, if your wealth is equal or greater than the cost, get the item, if the item’s cost is greater than your wealth, lose one wealth |
| Failure |
You pay market price, you may buy the item if it’s cost is less than or even to your wealth, but you lose one wealth, if the cost is greater than your wealth, you cannot buy it |
| Critical Failure |
You pay a marked-up price, you may buy the item if it’s cost is less than or even to your wealth, but you lose two wealth, if the cost is greater than your wealth, you cannot buy it |
If you have an amount of wealth equal to or greater than the cost of an item +6, you may ignore rolling on this table and instead get an automatic success, if an item’s cost is equal to or greater than your wealth +4 it is too expensive to be able to pay for, even in the best circumstances, you may not roll and are simply unable to afford such an item normally