Secret Lesson 60

Coins, Currency, Selling Equipment, and the 5E Economy

We have completed:

CHARACTER ORIGINS

SPECIES

LANGUAGES

and:

FEATS

Now we begin a completely new part of the course:

EQUIPMENT

Adventurers need more than:

CLASS FEATURES

SPELLS

and:

HEROIC ABILITIES

They also need:

WEAPONS

ARMOR

TOOLS

FOOD

SUPPLIES

MOUNTS

and:

OTHER EQUIPMENT

And most of those things have:

A PRICE

So before studying swords, armor, tools, or adventuring gear, we need to understand:

MONEY

The SRD 5.2.1 uses five coin denominations:

COPPER PIECES — CP

SILVER PIECES — SP

ELECTRUM PIECES — EP

GOLD PIECES — GP

and:

PLATINUM PIECES — PP

The central currency for comparing values is:

THE GOLD PIECE

The SRD explicitly describes the Gold Piece as:

THE GAME'S MAIN COIN

 


PART ONE — THE FIVE COINS

The Coin Values table is:

Coin Abbreviation Value in GP
Copper Piece CP 1/100 GP
Silver Piece SP 1/10 GP
Electrum Piece EP 1/2 GP
Gold Piece GP 1 GP
Platinum Piece PP 10 GP

 

This table is the foundation of:

EVERY CURRENCY CALCULATION

in the equipment system.


PART TWO — GOLD AS THE REFERENCE POINT

The SRD expresses the value of every coin relative to:

1 GOLD PIECE

So:

100 CP = 1 GP

10 SP = 1 GP

2 EP = 1 GP

1 GP = 1 GP

1 PP = 10 GP

These equivalences come directly from the Coin Values table.


PART THREE — COPPER PIECES

The lowest-value coin listed is:

COPPER PIECE

abbreviated:

CP

One Copper Piece is worth:

1/100 GP

Therefore:

100 CP = 1 GP


EXAMPLE

You have:

300 CP

Convert to GP:

300 ÷ 100 =

3 GP


ANOTHER EXAMPLE

You have:

750 CP

700 CP =

7 GP

Remaining:

50 CP

So the value is:

7 GP + 50 CP

For purely mathematical comparison:

50 CP =

0.5 GP

Therefore total value:

7.5 GP


PART FOUR — SILVER PIECES

A Silver Piece is abbreviated:

SP

One SP is worth:

1/10 GP

Therefore:

10 SP = 1 GP


EXAMPLE

You have:

40 SP

40 ÷ 10 =

4 GP


EXAMPLE

You have:

27 SP

20 SP =

2 GP

Remaining:

7 SP

So:

2 GP + 7 SP

For value calculations:

7 SP =

0.7 GP

Total value:

2.7 GP


PART FIVE — COPPER AND SILVER

We can derive another useful relationship.

If:

100 CP = 1 GP

and:

10 SP = 1 GP

then:

100 CP ÷ 10 =

10 CP PER SP

Therefore:

10 CP = 1 SP

This is a mathematical consequence of the SRD Coin Values table.


EXAMPLE

You have:

80 CP

Equivalent value:

8 SP


EXAMPLE

You have:

3 SP

Equivalent value:

30 CP


PART SIX — ELECTRUM PIECES

Electrum Pieces are abbreviated:

EP

One EP is worth:

1/2 GP

Therefore:

2 EP = 1 GP


EXAMPLE

You have:

8 EP

8 ÷ 2 =

4 GP


EXAMPLE

You have:

5 EP

4 EP =

2 GP

Remaining:

1 EP

which equals:

1/2 GP

Total value:

2.5 GP


PART SEVEN — ELECTRUM AND SILVER

One EP is worth:

1/2 GP

One GP is worth:

10 SP

Half of 10 SP is:

5 SP

Therefore:

1 EP = 5 SP


ELECTRUM AND COPPER

Since:

1 SP = 10 CP

then:

5 SP =

50 CP

Therefore:

1 EP = 50 CP

Again, these are derived conversions from the SRD's stated coin values.


PART EIGHT — GOLD PIECES

The Gold Piece is abbreviated:

GP

Its value is:

1 GP

It is the baseline used by the:

COIN VALUES TABLE

and the SRD calls it:

THE GAME'S MAIN COIN

 

Many important equipment prices are therefore expressed directly in:

GP


EXAMPLE

An item costs:

15 GP

You possess:

20 GP

After purchasing it:

20 − 15 =

5 GP

remaining.


PART NINE — PLATINUM PIECES

The highest-value standard coin listed is:

PLATINUM PIECE

abbreviated:

PP

One Platinum Piece is worth:

10 GP

Therefore:

1 PP = 10 GP


EXAMPLE

You have:

4 PP

4 × 10 =

40 GP


EXAMPLE

You have:

12 PP

12 × 10 =

120 GP


PART TEN — PLATINUM CONVERSIONS

Since:

1 PP = 10 GP

and:

1 GP = 10 SP

then:

1 PP = 100 SP


Since:

1 GP = 100 CP

then:

1 PP = 1,000 CP


Since:

1 GP = 2 EP

then:

1 PP = 20 EP

These are all arithmetic consequences of the Coin Values table.


PART ELEVEN — COMPLETE CONVERSION MAP

A useful reference is:

1 GP

equals:

100 CP

10 SP

2 EP

or:

1 GP


And:

1 PP

equals:

10 GP

20 EP

100 SP

or:

1,000 CP


SMALLER RELATIONSHIPS

10 CP = 1 SP

5 SP = 1 EP

2 EP = 1 GP

10 SP = 1 GP

100 CP = 1 GP

10 GP = 1 PP


PART TWELVE — DON'T ASSUME DECIMAL CURRENCY

The fantasy currency system isn't structured like:

100 PENNIES = 1 UNIT

for every denomination.

Different coins have different conversion steps.

For example:

10 CP = 1 SP

but:

5 SP = 1 EP

and:

2 EP = 1 GP

and:

10 GP = 1 PP

So don't assume every denomination changes at:

×10


PART THIRTEEN — THE FASTEST METHOD: CONVERT TO GP

When comparing mixed coins, the simplest method is often:

CONVERT EVERYTHING TO GP VALUE

Then add the values.


EXAMPLE

Treasure:

200 CP

30 SP

4 EP

7 GP

2 PP

Convert each.


COPPER

200 CP ÷ 100 =

2 GP


SILVER

30 SP ÷ 10 =

3 GP


ELECTRUM

4 EP ÷ 2 =

2 GP


GOLD

7 GP


PLATINUM

2 PP × 10 =

20 GP


TOTAL

2 + 3 + 2 + 7 + 20 =

34 GP

So the entire treasure has a value equivalent to:

34 GP


PART FOURTEEN — ANOTHER MIXED-COIN EXAMPLE

You have:

350 CP

17 SP

3 EP

8 GP

1 PP

Convert:

350 CP =

3.5 GP

17 SP =

1.7 GP

3 EP =

1.5 GP

8 GP =

8 GP

1 PP =

10 GP

Total:

3.5 + 1.7 + 1.5 + 8 + 10 =

24.7 GP

Equivalent value:

24 GP + 7 SP

or another equivalent mixture of denominations.


PART FIFTEEN — WORKING WITHOUT DECIMALS

You don't need decimal notation if you find it confusing.

Suppose you have:

2 GP + 7 SP

That is already a perfectly clear currency value.

Since:

10 SP = 1 GP

there is no need to write:

2.7 GP

unless doing a calculation.


EXAMPLE

Item price:

2 GP 5 SP

Your money:

3 GP

Convert one GP into equivalent value for the calculation:

3 GP =

30 SP

Item:

2 GP 5 SP =

25 SP

Remaining value:

30 − 25 =

5 SP


PART SIXTEEN — ADDING COINS

Suppose your party finds:

8 GP

then later:

70 SP

Convert 70 SP:

70 ÷ 10 =

7 GP

Total value:

8 + 7 =

15 GP


PART SEVENTEEN — SPLITTING TREASURE

Suppose four adventurers discover:

120 GP

and decide narratively to divide it equally.

120 ÷ 4 =

30 GP EACH


UNEVEN EXAMPLE

Three adventurers divide:

10 GP

Value in SP:

10 GP =

100 SP

100 ÷ 3 =

33⅓ SP

Because the coin system uses discrete physical coins, an exact equal division might require:

DIFFERENT DENOMINATIONS

or leaving some value undistributed.

The SRD provides the coin values; it doesn't impose a particular rule for:

HOW A PARTY MUST DIVIDE TREASURE

That decision belongs to the players or situation.


PART EIGHTEEN — COINS HAVE WEIGHT

Coins aren't weightless.

The SRD states:

ONE COIN WEIGHS ABOUT ONE-THIRD OF AN OUNCE

and therefore:

50 COINS WEIGH 1 POUND

 

This applies regardless of denomination in the basic coin rule.


PART NINETEEN — COIN WEIGHT EXAMPLES

50 COINS

Weight:

1 LB.


100 COINS

100 ÷ 50 =

2 LB.


500 COINS

500 ÷ 50 =

10 LB.


1,000 COINS

1,000 ÷ 50 =

20 LB.


5,000 COINS

5,000 ÷ 50 =

100 LB.

Large piles of treasure can therefore become:

PHYSICALLY SIGNIFICANT


PART TWENTY — DENOMINATION CHANGES VALUE, NOT COIN COUNT

Consider two characters.

Character A carries:

100 CP

Value:

1 GP

Weight:

100 ÷ 50 =

2 LB.


Character B carries:

1 GP

Value:

1 GP

Weight:

1 coin ÷ 50 =

0.02 LB.

approximately.

Both have the same:

MONETARY VALUE

but dramatically different:

NUMBER OF COINS

and therefore different:

COIN WEIGHT


PART TWENTY-ONE — PLATINUM IS VALUE-DENSE

Consider:

1,000 CP

Value:

10 GP

Number of coins:

1,000

Weight:

20 LB.


Now consider:

1 PP

Value:

10 GP

Number of coins:

1

So the same monetary value can be represented by vastly different numbers of physical coins.

This is an arithmetic consequence of the SRD's:

COIN VALUES

and:

COIN WEIGHT

rules.


PART TWENTY-TWO — TREASURE WEIGHT EXAMPLE

The party discovers a chest containing:

5,000 SP

Value:

5,000 ÷ 10 =

500 GP

But the weight is based on:

NUMBER OF COINS

not GP value.

5,000 ÷ 50 =

100 LB.

So the treasure is worth:

500 GP

and the coins alone weigh:

100 LB.


WHY THIS MATTERS

A treasure can be:

VERY VALUABLE

but also:

DIFFICULT TO TRANSPORT

The exact consequences depend on:

CARRYING CAPACITY

and other rules, which we will study in greater detail later.


PART TWENTY-THREE — STARTING MONEY

During character creation, your:

CLASS

and:

BACKGROUND

can provide starting equipment.

Some options give:

SPECIFIC EQUIPMENT + SOME GP

while another option may give:

A FIXED AMOUNT OF GP

instead.

The character-creation rules state that coins gained during this step can be:

IMMEDIATELY SPENT ON EQUIPMENT

and any coins remaining after purchases should be recorded.


EXAMPLE — WIZARD

Earlier we learned that the Wizard can choose its listed equipment package or:

55 GP

If the player chooses the GP option, that money can be used to purchase:

EQUIPMENT

according to the Equipment section.


EXAMPLE — BACKGROUND

The standard Backgrounds also provide either:

AN EQUIPMENT PACKAGE

or:

50 GP

So character creation can involve an actual:

SHOPPING DECISION

before the adventure begins.


PART TWENTY-FOUR — RECORD WHAT REMAINS

Suppose character creation gives you:

100 GP

You purchase:

Weapon:

15 GP

Armor:

50 GP

Other equipment:

12 GP

Total spent:

15 + 50 + 12 =

77 GP

Remaining:

100 − 77 =

23 GP

Record:

23 GP

on the character sheet.


PART TWENTY-FIVE — SELLING EQUIPMENT

The SRD gives a very simple rule:

EQUIPMENT FETCHES HALF ITS COST WHEN SOLD

 

This means the listed purchase price and normal resale value are:

NOT THE SAME


FORMULA

Selling value:

EQUIPMENT COST ÷ 2


EXAMPLE

Equipment cost:

10 GP

Selling value:

10 ÷ 2 =

5 GP


EXAMPLE

Equipment cost:

50 GP

Selling value:

25 GP


EXAMPLE

Equipment cost:

100 GP

Selling value:

50 GP


PART TWENTY-SIX — HALF-GP SALE VALUES

Suppose an item costs:

15 GP

Half:

15 ÷ 2 =

7.5 GP

Using coin values:

0.5 GP =

5 SP

So the value can be represented as:

7 GP 5 SP


ANOTHER EXAMPLE

Item cost:

1 GP

Half:

0.5 GP

Equivalent:

5 SP


PART TWENTY-SEVEN — THE HALF-VALUE RULE APPLIES TO EQUIPMENT

The wording is:

EQUIPMENT FETCHES HALF ITS COST WHEN SOLD

The SRD then immediately establishes a contrast with:

TRADE GOODS

and:

VALUABLES

Those follow a different rule.


PART TWENTY-EIGHT — TRADE GOODS AND VALUABLES

The SRD states that:

TRADE GOODS

and:

VALUABLES

retain:

THEIR FULL VALUE

in the marketplace.

Examples of valuables explicitly given are:

GEMS

and:

ART OBJECTS

 


EQUIPMENT

Buy value:

LISTED COST

Normal sale value under this rule:

HALF COST


TRADE GOODS / VALUABLES

Market value:

FULL VALUE


EXAMPLE

A piece of equipment has a listed cost of:

100 GP

Selling it:

50 GP


A valuable is worth:

100 GP

The SRD says valuables retain their:

FULL VALUE

in the marketplace.

So its marketplace value remains:

100 GP


PART TWENTY-NINE — WHY THE DISTINCTION MATTERS

Suppose the party finds two objects:

Object A

Ordinary equipment with a cost of:

200 GP

Object B

A gem valued at:

200 GP

Under the SRD rules:

Object A sells for:

100 GP

Object B retains:

200 GP

of marketplace value.

Same listed value:

DIFFERENT RESALE RULE


PART THIRTY — DON'T APPLY HALF VALUE TO EVERYTHING

This is a common mistake.

The SRD specifically distinguishes:

EQUIPMENT

from:

TRADE GOODS AND VALUABLES

So don't automatically halve the value of:

A GEM

merely because ordinary equipment sells for half its cost.


PART THIRTY-ONE — DON'T DOUBLE TRADE-GOOD VALUE EITHER

"Retain full value" means:

KEEP THEIR VALUE

It doesn't mean they sell for:

DOUBLE

their value.


EXAMPLE

Gem value:

500 GP

Marketplace value under this rule:

500 GP

not:

250 GP

and not:

1,000 GP


PART THIRTY-TWO — MAGIC ITEMS ARE SEPARATE

The Selling Equipment rule also points the reader to:

MAGIC ITEMS

for prices for:

MAGIC ITEMS

 

That means we should not automatically apply the ordinary Equipment resale rule as though it fully explains:

MAGIC ITEM PRICING

Magic Items have their own section and their own rules.

We will study them much later in:

LESSONS 99–103


PART THIRTY-THREE — THE SRD DOES NOT CREATE A COMPLETE ECONOMIC SIMULATION HERE

This section establishes:

COIN VALUES

COIN WEIGHT

EQUIPMENT RESALE VALUE

and:

FULL MARKET VALUE FOR TRADE GOODS AND VALUABLES

It doesn't establish in this paragraph:

A BANKING SYSTEM

INTEREST RATES

CURRENCY EXCHANGE FEES

INFLATION

or:

SHOPKEEPER NEGOTIATION RULES

Don't invent those as universal rules.

A campaign or GM may establish additional circumstances, but they aren't part of:

THIS SRD RULE


PART THIRTY-FOUR — PRICES ARE GAME VALUES

Equipment tables give items:

COSTS

Those costs allow players and GMs to answer questions such as:

CAN I AFFORD THIS?

HOW MUCH MONEY REMAINS?

HOW MUCH IS IT WORTH WHEN SOLD?


SIMPLE PURCHASE EXAMPLE

Money:

25 GP

Item:

15 GP

Remaining:

25 − 15 =

10 GP


MIXED-CURRENCY PURCHASE

Money:

1 PP + 8 GP

1 PP:

10 GP

Total:

10 + 8 =

18 GP

Item:

15 GP

Remaining value:

3 GP


PART THIRTY-FIVE — BUYING WITH SMALLER COINS

Item cost:

2 GP

You possess only:

25 SP

Since:

10 SP = 1 GP

25 SP has value:

2 GP 5 SP

After a 2 GP purchase, remaining value:

5 SP


BUYING WITH COPPER

Item:

1 GP

Coins:

140 CP

100 CP pays the equivalent of:

1 GP

Remaining:

40 CP


PART THIRTY-SIX — BUYING WITH ELECTRUM

Item:

3 GP

You have:

8 EP

Since:

2 EP = 1 GP

3 GP =

6 EP

Remaining:

8 − 6 =

2 EP

Equivalent value remaining:

1 GP


PART THIRTY-SEVEN — BUYING WITH PLATINUM

Item:

25 GP

You have:

3 PP

3 PP =

30 GP

Remaining value:

30 − 25 =

5 GP


PART THIRTY-EIGHT — MIXED TREASURE EXAMPLE

After an adventure, the party finds:

3 PP

14 GP

8 EP

37 SP

260 CP

What is the total value?


PLATINUM

3 PP × 10 =

30 GP


GOLD

14 GP


ELECTRUM

8 EP ÷ 2 =

4 GP


SILVER

37 SP ÷ 10 =

3.7 GP


COPPER

260 CP ÷ 100 =

2.6 GP


TOTAL

30 + 14 + 4 + 3.7 + 2.6 =

54.3 GP

Equivalent:

54 GP + 3 SP


PART THIRTY-NINE — NOW CALCULATE THE WEIGHT

Number of coins:

3 + 14 + 8 + 37 + 260 =

322 COINS

At:

50 COINS PER POUND

Weight:

322 ÷ 50 =

6.44 LB.

approximately.

The rule itself says each coin weighs:

ABOUT ONE-THIRD OF AN OUNCE

and gives the practical conversion:

50 COINS = 1 POUND

 


IMPORTANT

To calculate:

VALUE

the denomination matters.

To calculate:

COIN WEIGHT

the number of coins matters.

These are:

TWO DIFFERENT CALCULATIONS


PART FORTY — VALUE VERSUS WEIGHT

Consider:

100 GP

represented as:

100 GOLD COINS

Coin weight:

100 ÷ 50 =

2 LB.


Now represent the same value as:

10 PP

Coin count:

10

Weight:

10 ÷ 50 =

0.2 LB.


Now represent the same value as:

10,000 CP

Coin count:

10,000

Weight:

10,000 ÷ 50 =

200 LB.

All three have the same:

MONETARY VALUE

but radically different:

PHYSICAL WEIGHT


PART FORTY-ONE — COINS AS TREASURE

Coins found during adventures aren't abstract numbers by default.

The Equipment section describes characters:

FINDING COINS

and:

SPENDING THEM

in:

SHOPS

INNS

and:

OTHER BUSINESSES

 

So money functions both as:

TREASURE

and:

A RESOURCE FOR PURCHASING GOODS AND SERVICES


PART FORTY-TWO — PLAYER PROCEDURE WHEN FINDING MONEY

At the table, a simple procedure is:

STEP 1 — RECORD THE DENOMINATION

Was it:

CP?

SP?

EP?

GP?

PP?


STEP 2 — RECORD THE QUANTITY

Example:

240 SP


STEP 3 — CONVERT ONLY IF NEEDED

If you need to compare its value to an item priced in GP:

240 SP ÷ 10 =

24 GP


STEP 4 — CONSIDER WEIGHT IF RELEVANT

240 coins:

240 ÷ 50 =

4.8 LB.


PART FORTY-THREE — PLAYER PROCEDURE WHEN BUYING EQUIPMENT

Suppose you want to purchase an item.


STEP 1

Read:

THE ITEM'S COST


STEP 2

Calculate your available:

COIN VALUE


STEP 3

Subtract:

PURCHASE PRICE


STEP 4

Record your:

REMAINING COINS OR EQUIVALENT VALUE


EXAMPLE

Available:

40 GP

Purchase:

15 GP

Remaining:

25 GP

Simple.


PART FORTY-FOUR — PLAYER PROCEDURE WHEN SELLING EQUIPMENT

For ordinary equipment:

STEP 1

Find its:

COST


STEP 2

Divide by:

2


STEP 3

That is its resale value under the SRD rule.


EXAMPLE

Cost:

30 GP

Resale:

30 ÷ 2 =

15 GP


PART FORTY-FIVE — PLAYER PROCEDURE WITH A VALUABLE

If an adventure identifies an item as a:

VALUABLE

and gives it a value, the Selling Equipment section says valuables retain:

FULL VALUE

in the marketplace.


EXAMPLE

Art object:

250 GP VALUE

Marketplace value:

250 GP

Not:

125 GP


PART FORTY-SIX — COIN CALCULATION SHORTCUTS

For beginners, memorize these five relationships:

10 CP = 1 SP

5 SP = 1 EP

2 EP = 1 GP

10 SP = 1 GP

10 GP = 1 PP

The most important central relationship is:

100 CP = 10 SP = 2 EP = 1 GP

And:

10 GP = 1 PP


PART FORTY-SEVEN — AN EASY GOLD-PIECE METHOD

Whenever a calculation looks confusing:

CONVERT EVERYTHING TO GP


CP TO GP

Divide by:

100


SP TO GP

Divide by:

10


EP TO GP

Divide by:

2


GP TO GP

No conversion.


PP TO GP

Multiply by:

10

Then:

ADD


PART FORTY-EIGHT — THE REVERSE METHOD

To convert GP downward:


GP → CP

Multiply by:

100


GP → SP

Multiply by:

10


GP → EP

Multiply by:

2


GP → PP

Divide by:

10


EXAMPLE

6 GP

equals:

600 CP

or:

60 SP

or:

12 EP


PART FORTY-NINE — COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING THERE IS ONLY GOLD

The SRD uses:

FIVE DENOMINATIONS

CP, SP, EP, GP, PP.


MISTAKE 2 — THINKING EVERY CONVERSION IS ×10

It isn't.

For example:

2 EP = 1 GP

and:

5 SP = 1 EP


MISTAKE 3 — THINKING 10 CP = 1 GP

Incorrect.

100 CP = 1 GP


MISTAKE 4 — THINKING 100 SP = 1 GP

Incorrect.

10 SP = 1 GP


MISTAKE 5 — THINKING 10 EP = 1 GP

Incorrect.

2 EP = 1 GP


MISTAKE 6 — THINKING 1 PP = 100 GP

Incorrect.

1 PP = 10 GP


MISTAKE 7 — THINKING ELECTRUM IS WORTH MORE THAN GOLD

It isn't.

1 EP = 1/2 GP


MISTAKE 8 — THINKING SILVER AND ELECTRUM ARE EQUAL

They aren't.

1 EP = 5 SP


MISTAKE 9 — ADDING DIFFERENT DENOMINATIONS AS THOUGH THEY HAD THE SAME VALUE

10 CP + 10 GP isn't:

20 GP

Convert values first.


MISTAKE 10 — CALCULATING WEIGHT FROM GP VALUE

Coin weight depends on:

NUMBER OF COINS

not:

TOTAL GP VALUE


MISTAKE 11 — THINKING COINS ARE WEIGHTLESS

The SRD states:

50 COINS = 1 POUND

approximately.


MISTAKE 12 — THINKING 50 GP OF VALUE ALWAYS WEIGHS 1 POUND

No.

50 COINS

weigh a pound.

The denomination could be:

COPPER

SILVER

ELECTRUM

GOLD

or:

PLATINUM


MISTAKE 13 — SELLING EQUIPMENT FOR ITS FULL COST

Ordinary equipment fetches:

HALF ITS COST

when sold.


MISTAKE 14 — SELLING EQUIPMENT FOR NOTHING JUST BECAUSE IT IS USED

The SRD rule provided here says:

HALF ITS COST

It doesn't create an additional universal depreciation formula in this section.


MISTAKE 15 — HALVING THE VALUE OF GEMS

The SRD specifically says valuables such as:

GEMS

retain:

FULL VALUE

in the marketplace.


MISTAKE 16 — HALVING ART OBJECTS

Art objects are explicitly given as another example of:

VALUABLES

which retain:

FULL VALUE


MISTAKE 17 — THINKING "FULL VALUE" MEANS DOUBLE VALUE

It means:

THE VALUE IS RETAINED


MISTAKE 18 — USING THE NORMAL EQUIPMENT RULE AS THE COMPLETE MAGIC-ITEM PRICING SYSTEM

The SRD directs magic-item pricing to:

MAGIC ITEMS

which has its own rules.


MISTAKE 19 — FORGETTING STARTING COINS CAN BE SPENT DURING CHARACTER CREATION

The character-creation rules allow coins gained at that stage to be:

IMMEDIATELY SPENT ON EQUIPMENT

 


MISTAKE 20 — FORGETTING TO RECORD REMAINING MONEY

After buying starting equipment:

RECORD WHAT REMAINS


MISTAKE 21 — TREATING VALUE AND NUMBER OF COINS AS THE SAME THING

One PP:

ONE COIN

Value:

10 GP

One thousand CP:

1,000 COINS

Value:

10 GP

Same value.

Very different coin count.


MISTAKE 22 — INVENTING UNIVERSAL BANK FEES OR EXCHANGE FEES

The basic SRD coin rules presented here don't establish them.


MISTAKE 23 — ASSUMING EVERY SHOP MUST STOCK EVERY DENOMINATION

The SRD gives:

COIN VALUES

It doesn't establish a universal inventory of coin denominations for every merchant.


MISTAKE 24 — CONFUSING ITEM COST WITH RESALE VALUE

For ordinary equipment:

COST

and:

SALE VALUE

are generally different.


QUICK RECAP

The game's main reference coin is:

GOLD PIECE — GP


COIN VALUES

1 CP = 1/100 GP

1 SP = 1/10 GP

1 EP = 1/2 GP

1 GP = 1 GP

1 PP = 10 GP

 


ESSENTIAL CONVERSIONS

100 CP = 1 GP

10 SP = 1 GP

2 EP = 1 GP

10 GP = 1 PP

Derived:

10 CP = 1 SP

5 SP = 1 EP

1 PP = 20 EP = 100 SP = 1,000 CP


COIN WEIGHT

One coin weighs about:

ONE-THIRD OF AN OUNCE

Practical rule:

50 COINS = 1 POUND

 


SELLING EQUIPMENT

Ordinary equipment sells for:

HALF ITS COST


TRADE GOODS AND VALUABLES

Retain:

FULL VALUE

in the marketplace.

Examples explicitly given:

GEMS

and:

ART OBJECTS

 


MAGIC ITEMS

Use their:

OWN PRICING RULES

in the Magic Items section.


PRIME HERO CHALLENGE

Your adventuring party returns from a dungeon with:

2 PP

15 GP

6 EP

40 SP

300 CP

They also have:

  • ordinary equipment that originally costs 80 GP

  • a gem worth 120 GP

Answer the following.


QUESTION 1 — WHAT ARE THE COINS WORTH?

2 PP:

2 × 10 =

20 GP

15 GP:

15 GP

6 EP:

6 ÷ 2 =

3 GP

40 SP:

40 ÷ 10 =

4 GP

300 CP:

300 ÷ 100 =

3 GP

Total:

20 + 15 + 3 + 4 + 3 =

45 GP


QUESTION 2 — HOW MANY COINS ARE THERE?

2 + 15 + 6 + 40 + 300 =

363 COINS


QUESTION 3 — APPROXIMATELY HOW MUCH DO THE COINS WEIGH?

363 ÷ 50 =

7.26 LB.

approximately.


QUESTION 4 — HOW MUCH DOES THE 80 GP EQUIPMENT FETCH WHEN SOLD?

80 ÷ 2 =

40 GP


QUESTION 5 — WHAT MARKET VALUE DOES THE 120 GP GEM RETAIN?

Because it is a:

VALUABLE

the SRD says it retains:

FULL VALUE

Therefore:

120 GP


QUESTION 6 — WHAT IS THE TOTAL VALUE AFTER SELLING BOTH?

Coins:

45 GP

Equipment sale:

40 GP

Gem:

120 GP

Total:

45 + 40 + 120 =

205 GP


LESSON 60 — KEY TAKEAWAYS

Money in the SRD is simple once you understand:

VALUE

and:

DENOMINATION

The five coins are:

COPPER

SILVER

ELECTRUM

GOLD

and:

PLATINUM


GOLD IS THE REFERENCE

The Coin Values table compares everything to:

GP

The easiest way to solve complicated currency problems is usually:

CONVERT TO GP

then:

ADD OR SUBTRACT


COINS ARE ALSO PHYSICAL OBJECTS

Their value isn't their only property.

They have:

WEIGHT

At approximately:

50 COINS PER POUND

a huge treasure hoard can create a real transportation problem even when its monetary value is easy to calculate.


SELLING MATTERS

Equipment normally doesn't return its full purchase price.

It fetches:

HALF ITS COST

But:

TRADE GOODS

and:

VALUABLES

retain:

FULL MARKET VALUE

This distinction becomes important whenever adventurers turn:

TREASURE

into:

SPENDING MONEY


THE CENTRAL ECONOMY RULE

Always ask:

WHAT KIND OF VALUE AM I DEALING WITH?

Is it:

COINS?

Convert denomination.

Is it:

ORDINARY EQUIPMENT?

Half its cost when sold.

Is it:

A TRADE GOOD OR VALUABLE?

Retains full value.

Is it:

A MAGIC ITEM?

Use:

THE MAGIC ITEM RULES

Once those categories are separated, the game's basic economy becomes:

EASY TO MANAGE


NEXT LESSON

LESSON 61 — EVERY WEAPON IN THE SRD

Now that we understand:

MONEY

we can start spending it.

Lesson 61 begins one of the most important Equipment topics:

WEAPONS

We will cover every weapon in the SRD, including all:

SIMPLE MELEE WEAPONS

SIMPLE RANGED WEAPONS

MARTIAL MELEE WEAPONS

and:

MARTIAL RANGED WEAPONS

For every weapon we will identify:

COST

DAMAGE DIE

DAMAGE TYPE

WEIGHT

PROPERTIES

and:

MASTERY PROPERTY

We will also establish the basic rules for:

SIMPLE VS. MARTIAL

MELEE VS. RANGED

and:

WEAPON PROFICIENCY

before Lesson 62 examines every Weapon Property in full.


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.