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.