Currencies in D&D and what they can be used for

Frostmarrow

First Post
In order to create a coherent role-playing game that allows for preparation and improvisation, that caters to the rules-lawyer and the method actor, we need to define a few currencies to form a base line of what is possible in this fantasy world.

Traditionally D&D has these currencies: Gold Pieces, Experience Points, and Hit Points. We have also seen Healing Surges and Action Points.

It's very important how these currencies interact and what they can be used for.

GPs and XPs were once interchangeable. Not anymore.
XPs could be used to craft magical items. Not anymore.
Surges turned out to be HP-bundles.

I don't know. Do you have any thoughts on currencies? Is a currency missing? Should currencies be interchangeable under certain circumstances (a purse that heals your wounds and eats your gold one-for-one)?

Can you appreciate D&D currencies to have the same weight as gravity as in something for the DM to hold on to when everything else is malleable?

Example: Does D&D need a currency for magic, moon stones or whatever, that can pay for magical items, rituals, and favors; or will gold suffice?
 
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Monster parts.

In 1E and some of 2E, monster parts could be sought to exchange for gold (the hide of an aurunvorax), gear (a quillion's sword of sharpness) or the creation of magical items (eye of medusa for eyes of petrification). This unofficially carried through 3E (selling monster parts for GP, though it was only tangently discussed). Other than the residuum from a rust monster, I don't think it was something that showed up in 4E.

I'd like to see this come back into play, though for the creation of magical items there needs to be a stipulation that renders the item unusable if PCs themselves don't somehow extract the item themselves - either it doesn't preserve well (losing potency within an hour or two) and/or requires the item to be collected under specific conditions (harvesting mistletoe under a full moon or only works for the harvester) so as to entice PCs to seek it out, but they can't run down to the local store for these "bizarre ingredients" or farm out creatures for profit.
 

The currencies you mention should not be interchangeable. In-world objects (GP) should not be exchangeable for metagame objects (XP, AP) nor vice versa.

I'm fine with metagame concepts being exchanged (XP for AP), or in-game currencies exchanged (GP for magic items).

Of course, everyone knows the best use for GP is ale & whores. I hear the whores are particularly excited about the return of the electrum piece.
 

I am okay with GP, XP, and items to be exchangeable. If XP is knowledge, experience, and training then you should be able to pay for experience and training. You should be able to use your experiences to make GP and magic items somehow.

But the exchange rates should be bad and require lots of time to exchange.

Oh and grafts. Fighters sometimes would like troll arms and quickling feet.
 

Time can be considered a resource, so the exchange rate between time and e.g. HP recovery is a currency.

There are also currencies related to more undefinable things: how do your choices affect your PC's relationship to the setting? e.g. You killed the goblins in the woods; now the NPCs in town like you, but the goblin's allies hate you. You could see this as spending HP and spells (in fights) for "good vibes" in town.

I guess that domain management in AD&D was an example of this: clear a hex, build a keep, gain followers and income. Though in order to keep up the income you have to constantly patrol the hex.
 

In order to create a coherent role-playing game that allows for preparation and improvisation, that caters to the rules-lawyer and the method actor, we need to define a few currencies to form a base line of what is possible in this fantasy world.

Traditionally D&D has these currencies: Gold Pieces, Experience Points, and Hit Points. We have also seen Healing Surges and Action Points.

It's very important how these currencies interact and what they can be used for.

GPs and XPs were once interchangeable. Not anymore.
XPs could be used to craft magical items. Not anymore.
Surges turned out to be HP-bundles.

I don't know. Do you have any thoughts on currencies? Is a currency missing? Should currencies be interchangeable under certain circumstances (a purse that heals your wounds and eats your gold one-for-one)?

Can you appreciate D&D currencies to have the same weight as gravity as in something for the DM to hold on to when everything else is malleable?

Example: Does D&D need a currency for magic, moon stones or whatever, that can pay for magical items, rituals, and favors; or will gold suffice?

Man, I just envisioned D&D derivatives...
 

I always thought there should be another resource existing alongside XP. Something like receiving 1 point per character level at level-up, and other smaller bonuses as awarded by the DM. This could simulate a whole host of different activities that characters take part in during their spare time.

Characters could spend these points on item creation, advanced training (extra spells, feats or maneuvers known), permanent enchantments, magical tattoos, acquiring NPC contacts, and so on. Maybe the character just runs a side business and could even turn these points in directly for gold. I realize gold itself could be used for the same things, but I think a fixed, limited amount of points to spend would be easier for DMs and players to manage.
 

I am okay with GP, XP, and items to be exchangeable. If XP is knowledge, experience, and training then you should be able to pay for experience and training. You should be able to use your experiences to make GP and magic items somehow.

But the exchange rates should be bad and require lots of time to exchange.

Oh and grafts. Fighters sometimes would like troll arms and quickling feet.

Must spread XP around...
 

Traditionally D&D has these currencies: Gold Pieces, Experience Points, and Hit Points. We have also seen Healing Surges and Action Points.
If currency can refer to any resource management, then there's also:
Actions in combat
Time at the medium scale - turns, hours
Time on the long scale - days, weeks, months
Magic item charges - wands, scrolls, potions, etc
Spells, or power points for a psionic character
Character build resources - classes, class options, spells known, feats, skill points, weapon/non-weapon proficiencies
Hirelings and henchmen
Spell components
 

The currencies you mention should not be interchangeable. In-world objects (GP) should not be exchangeable for metagame objects (XP, AP) nor vice versa
.


Remember that in the older editions GP wasn't 'exchanged' for XP. You simply got xp based on the treasure you accumulated.
 

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