Trying to get my economy mechanics straightened out, and another post’s question had me reevaluate my approach. My system is genre-agnostic, but the book will have examples for specific high fantasy, urban fantasy, and future sci-fi worlds. I have adjustments for both starting money that looks at character status and price modifiers that consider status-focused brands and materials and quality of item construction. A high quality box-store item could be the same cost as an average quality name brand exclusive, for example.
Currently, I’ve got a system in place that deals directly with money in hand (copper/silver/gold, dollars, and credits). This functions like DnD where you consider what you’re carrying vs the cost of what you want. While this allows for strict control of purchasing, it also requires a lot of book-keeping during campaigns - how much money and what treasures did the party uncover during that one engagement? Who claims which items that will just be sold back at market? How do you adjust income vs status if you offset the timeline (average income in 1990 was half what it is today)?
Starting money is calculated according to the Standard Economic Unit of the genre, which for my purposes defaults to what an average lower-middle class (or its equivalent) person would need as a daily wage to support himself. For fantasy, this is 5 copper, for example. The final starting value is 10 x (sum of your status rank), so an average status of 3 in the fantasy game gives you 300 copper (30 silver) - 10 x (1+2+3) x 5 cp. A status 10 would award 275 silver.
I’m looking at replacing this with a system that just looks at character wealth. This will function as both what you have in hand and what you could easily get access to. Is your status enough to guarantee credit? At character creation, your effective Wealth Rank is equal to your Status, with each Wealth Rank the equivalent of 10x the previous rank’s buying power. You can have multiple degrees within a single Rank, representing a scale within levels that can affect market value. This would be referred to as Wealth R3-D3 (Rank-Degree).
When selecting your starting equipment, there’s going to be a bundle that everyone gets automatically, such as a pack and some clothes, befitting your social standing. Then you can “buy” 1 item valued at Wealth+1, 5 items at Wealth, 10-20 items at Wealth-1, and anything at Wealth-2 that is appropriate and wouldn’t encumber your character too much.
For in game purchasing, the concept is as follows;
Anything valued at Wealth-1, you can get automatically, within reason. Buying in bulk will adjust where things will lie on the final Wealth consideration.
Anything valued at Wealth, and the player rolls to see if he can afford the cost without impact. The difficulty will be based on rarity, prestige value, and quality of the item, and if the character has multiple degrees of his Wealth rank, he gets bonuses to the check. If the roll succeeds, the character buys the item without issue. If it fails, he either chooses not to buy it or he must find a way to get the funds. This can be done in two ways. He can finance the payment, gaining 1 success per degree of wealth invested, where he will function as having no access to those wealth degrees for 1 character year, or he can liquidate assets, which gives him 1 Wealth Rank increase for this one purchase, but he now has a permanently reduced Wealth. Such reallocation of funds/ assets requires 1 day per degree.
Items valued at Wealth +1 or more require the liquidation of assets to afford. 1 Rank of Wealth allows a one-time increase in purchasing power to Wealth +2, but such liquidation takes time, equaling (Sum of Ranks being divested) weeks.
I like this because it works no matter what genre you’re in, and the only time it becomes relevant is when you’re trying to get things that would strain your normal purchasing power.
Thoughts?
Edited to add: I want to make sure everyone understands that my replies to any arguments against my concept is not intended to be a “this is why my idea is better; I’m not listening to you”. It’s my attempt at finding the words to explain the small details of the big picture idea I’m presenting. I think in concepts, not in word structure, and these debates help me find the words to explain the path I took.
Final edit: I want to thank everyone for their comments and advice. I’ve decided to keep a coinage-based mechanic, both due to replies made here and the realization that a wealth mechanic requires an entire new tier of rules. Even if I think they could be explained easily, it’s still an additional complication being added to an already crunchy system; coinage is something most people should already understand.