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​6.1a: Money & Wealth - The Basics:

Most adventurers agree that the key to survival is having the right tools for the job; getting those tools costs money. The standard unit of currency is the Gold Piece (gp). A gold piece is a single gold coin.

​      -1 Gold Piece is enough money to feed a small family for a day.

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1 Gold Piece (1 gp) = 10 Silver Pieces (10 sp)                        1 Silver Piece = 10 Copper Pieces (10 cp)

50 gp weighs 1 pound and takes up 2 Storage Slots         (50gp = 1 lb, 2 slots)

                -Yes, coins have weight & take up space! Silver & Copper coins weigh half as much as gold coins.

-A level 1 Player Character begins the game with 150gp worth of equipment.

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Here are a few examples to help you understand the value of Gold & Silver pieces:

A night at an inn: 2 gp                    A night at a fancy inn with meals included: 10 gp

A Bland Meal: 3 sp                           A High-Quality Meal: 2 gp                        A Suit of Chainmail Armor: 250gp

Arming Sword: 20 gp                      Masterwork Arming Sword: 170 gp          A Magical Flaming Sword: 2700gp

Mug of Ale: 5 sp                                A Minor Healing Potion (SL1): 20gp           A Potion of Heroism (SL3): 300gp

 

Equating Value – Money in LFG compared to modern money:

      To help players and GMs adjust to the fantasy world of LFG, here is a comparative list of money in LFG and an approximate equivalent in our modern society. (“Modern Society” being United States circa 12020 Human Era)

1 Gold Piece (gp) = 10 dollars ($10 USD)                                1 Silver Piece (sp) = 1 dollar ($1)

Wealth & Currency in the Fantasy World:

Overall Wealth Comparisons:

      -10 gp: This is about the most money a free peasant could earn for a good week’s work.

      -1000 gp: This is roughly enough money to purchase a small plot of land and a small cottage (0.25-1 acre). This could probably buy a tiny 1-room home or “apartment” in a busy city. A free, working-class family with respectable jobs may be able to purchase a home like this after many years of service.

      -5000 gp: This amount of money could purchase a small plot of land (1-2 acres) and a small house with 2-4 rooms. In areas where land is plentiful, this could possibly get even more acreage, assuming the peasants work a farm. This sort of property is about the highest level of wealth any free peasant family could ever hope to achieve in their entire lifetime.

      -20000 gp: This would be viewed by any common person as “vast wealth.” This is the wealth level of only royalty, the nobility, or skilled adventurers. This could buy acres (5-50) of farmland, hunting trails, a multi-level home, and a small servants’ cottage. Even within a large city, an estate of this sort of wealth would be luxurious and spacious, likely having gardens, fences, servants, and guards.

Other Forms of Wealth

-Gems: Gems are used in place of large amounts of gold pieces, ranging in value from 5-5000gp.

-Unless specified, x10 gems weigh 1 pound & take up 1 Storage Slot. (See Craft[Jeweler] for details, Ch4.4g)

 

 

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-Magic Items: Whether an enchanted shield, potion, or wizard’s staff, magic items can possess immense value. The power stored in a magic item is measured in gold pieces. Low-end magic items may be worth 50-100gp, while powerful items may be worth 10,000 gp or more.

-Buildings, Homes, Businesses, Land, and More: These may be purchased and used whenever appropriate in the story. The value of these items depends on the story, location, usefulness, and GM discretion.

-Crafting Components (CraComs): These are special materials used to craft items using the Craft Skill. These components can often be used in place of coins, especially if dealing with individuals or businesses that create goods. CraComs have a direct GP value based on weight.

(For full details on CraComs, see the Craft Skill [Ch4.4a])  

 

Important Terms for Wealth, Appraisal of Value, and Haggling:

-Merchant Price: The standard GP purchase price for items as listed in the rulebook. This price is used when player characters are buying items from a shopkeeper or other merchant, or at character creation.

                -All listed prices for equipment in handbooks & gear tables are “Merchant Prices.”

-Trade Value: The standard amount of GP given when selling items back to a shopkeeper or merchant. Trade Value is half the Merchant Price (this is how shopkeepers stay in business). This value may change based on supply and demand. Trade Value is used when player characters are trying to sell their items to a vendor.

-Fence / Black Market: The secretive or “underground” vendors of rare, dangerous, stolen, or illegal items. Most goods sold on the Black Market start at 150% Market Price. Selling goods to the Black Market is the same as normal sales, offering Trade Value. A fence will not usually buy simple items like tents, rations, etc.

Note: Black Market sales are very story-dependent; they will be unavailable in many scenarios. Ask your GM if you are interested in acquiring or selling “special gear.” Finding a Black Market dealer requires using the Under Cover Skill (Ch4.25).

                -The Diplomacy Skill is used to haggle over prices of goods & wares. (See Ch 4.5)

 

Appraisal of Items: How does a character identify the value of an item?

-The Craft Skills are used to appraise any items normally made using the appropriate Craft Skill.

-Appraising an item is a Double Action that provokes AOO.

-Craft DC(10-30): DC Varies based on the rarity of the item (GM Discretion).

                -If the check is successful, you determine the average Market Price for the item (within 20%).

                                -See the Craft Skill description in Ch4.4 for more details on item appraisal.

Haggling: The Diplomacy Skill is used by players & NPCs to try to increase the amount of money they will pay or receive for an item. (Opposed Diplomacy checks)

Wealth by Level

​6.1b: Player Character Wealth by Level

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The “Wealth by Level” chart shows the suggested total GP value of all the possessions of a single player character at each level. This information may be used by a GM to build level-appropriate loot and rewards, or by players building characters starting above level 1. Note that wealth leads directly to in-game power through magic items and high-quality equipment.

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-The listed wealth is intended only for player characters or other major story characters, such as important recurring NPCs or “Boss” villains.

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-NPCs Goons come with a predetermined set of gear & other loot. (see Goons, Ch14.1)

-Monsters and other creatures will list any equipment or loot they possess, if any, in their monster descriptions. Keep in mind they may not keep all their possessions with them; some may be stashed in a lair or locked away in secret locations.

-Suggestion: A character of level 3+ should not normally have a single item worth more than 50% of their total wealth. (Except in the case of story-driving items)

-Characters starting at level 5+ should be able to purchase magical starting equipment if it is commonly available in their campaign world, or specifically relevant to their back-story, as determined by the GM.

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GM Info – Wealth:

The ability to convert from goods to gold allows adventurers to move across different territories in pursuit of exciting quests while still able to pay for basic goods and services. This also allows adventurers to save up for new weapons, armor, or magical items that may not be available in their current location.

  *The value of the Gold Piece is a key component to many other aspects of the LFG system, such as equipment value, gemstones, magical power, quest rewards, and enemy difficulty. It is strongly suggested that the base monetary system not be changed too much in your own fantasy world.

-You may shift prices for certain goods or services based on availability to make your economy believable, but the base value of 1gp should remain constant throughout the campaign.

-All gold pieces have the same value, regardless of their country of origin or special markings. Special circumstances may arise in unique cultures that use different materials as money or are unfamiliar with gold, but these should be rare exceptions to the norm. This is also true for silver pieces, copper pieces, and the basic gem values.

Money, Wearing, & Storing Equipment

Wealth & Inventory

      “Hello, friend! I’ve got just the thing for you!” You turn to see a shopkeeper beckoning you toward their stand. As you glance into the small cart, a marvelous shimmer catches your eye.
      “How much for this one?”

Money & Wealth (Goods & Gold)

Chapter 6.1 - Money, Gold, Wealth, and Currency:

      As an adventurer, you are one of the lucky few with the ability to frequently purchase goods and services directly with gold pieces. Members of the peasantry or other working-classes generally deal in barter and trade, only able to put aside a small number of gold pieces over the course of a season. Meanwhile, the nobility often deal in legal rights, land ownership, business agreements, or gold and silver measured by the pound.

      A new player character begins with just over 150 gold pieces worth of equipment and coin; enough wealth to be considered at least “middle-class” in most fantasy worlds. This wealth is assumed to have been acquired over time in your character’s past through any sort of backstory that properly fits into your game world. You may have worked in a family shop, completed a special mission, won a few rounds of gambling, located a secret cache, or gained money or items through inheritance. This is merely the beginning, for your wealth will quickly grow as you complete your adventures.

      The dangerous life of an adventurer often leads to valuable rewards such as salvaged weapons, armor, magical talismans, mystical potions, and buried treasures. These valuable items are either used by the adventurer or converted into gold pieces when sold off at the nearest town.

Money & Wealth
Wealth by Level
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Inventory - Equipment & Storage

As an adventurer, you may spend weeks hiking through mountain forests or underground in labyrinthine catacombs before you finally come across a town or settlement. You must carry with you all the equipment needed to survive both the environment and the unknown dangers, creatures, or raiders found in these areas.

  -Your inventory includes all your worn and carried equipment.​

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How do I know how much I can carry?

                -The total amount of weight you can carry is determined by your strength.

                        -See Ch 2.3 – Strength & Carrying Capacity. Creature size also affects how much you can carry.

-Bags and pouches have a set number of storage slots that represent the amount of equipment you can physically fit within these containers. Larger containers with higher volume have more storage slots.

Carrying Containers are things like backpacks, pouches, and quivers used to carry your adventuring gear.

Storage Slots are the amount of space something occupies when stored in a container.

Equip Slots are locations on a character where an item can be worn, such as a magic ring or armored vest.

-Equip Slots: Head, Face, Neck, Shoulders, Torso-Over, Torso-Under, Waist, Legs, Arms, Hands, Feet, Ring 1, Ring 2, Other

6.2a – Equip Slots – Equipment that you Wear: What sort of equipment can I wear?

    -Magical rings, amulets, armored vests, fancy clothes, comfortable boots, and fur-lined cloaks are examples of equipment an adventurer may be wearing. Equipment such as this is worn directly upon the body.\

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Equip Slots are the locations on a character where an item can be worn.

-Each item you wear takes up a single Equip Slot. You can only wear 1 item per Equip Slot.

      -These locations are shown on the back of the LFG character sheet.

-The following table lists each Equip Slot with a few examples of items commonly used in each slot.

-Worn items indicate in which Equip Slot they may be used.

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*Note: Realistically, you could physically wear 5 shirts, 6 necklaces, and 3 pairs of gloves. However, as far as the game system is concerned, only one item can be “active” in each slot at any time.

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-Items that grant Social or Attractive Bonuses due to their appearance cannot do so if covered.

-In the case of multiple magic items being worn in the same slot, only the most powerful magic item will function. (Magic Power is determined by GP value of the magic).

-Underwear does not have an Equip Slot, but every character may be assumed to have a set of underwear if desired.

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Note: Animal Gear Slots: Animals & other beastly creatures have only 2 Equip Slots: Neck and Other. The Neck slot is for collars and necklaces, using the same rules for player character necklaces. The Other slot is most commonly used for armor (barding) or a harness of some sort, designed to fit the animal properly.

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-The Other slot may be creatively filled by things such as decorative wrappings of a horse’s mane or tail, a bracelet on a large bird’s leg, or decorative rings on a boar’s tusks. Only these two slots may be filled by items granting magic powers.

-Animals cannot wield weapons or shields, wear normal armor, activate wands or scrolls, or wear any equipment normally designed for player characters. Certain animals may also be equipped with a Saddle or Pack in addition to the 2 Equip Slots. (These are normally beasts of burden or riding animals such as horses, camels, oxen, etc)

6.2b - Carrying & Storing Items: How do you carry all that adventuring gear?

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Carrying Containers: Items such as bags, pouches, scabbards, quivers, and waterskins used to carry or store your adventuring gear. You may carry a set number and type of containers upon your body.

-Each Carrying Container has a set number of Storage Slots that indicate how much they can hold.

-Each character has the following Carrying Locations:

1 Backpack: Backpacks have the most inventory space. They are used to carry the bulk of your camping gear, extra clothes, and other items you may need in the future, but to which do not need immediate access.

2 Back Sheaths (or Bandoliers): Stores long weapons or shields over your shoulder and across your back.

-A bandolier holds small items or ammunition and makes them quickly accessible across your chest.

2 Side Sheaths (or Quivers): Holds weapons such as swords & axes. Quivers hold arrows or other ammunition.

-Note: Side & Back Sheaths are designed to hold long items that would otherwise not fit in most containers.

-Note: Any weapon purchased from a store or smith includes a simple yet functional sheath.

2 Boot Sheaths: Small sheaths to hold daggers, lockpicks, or other small, thin items.

3 Belt Pouches: Small pouches on your belt that are easy to access. Generally used to store money or potions.

1 Waterskin (or Wineskin): Holds 2 days’ worth of water (or other beverages)

                -Other types of containers are available that can replace the normal container used in a carrying location.

-You don’t need to have an item in each of these locations, but you can if you want to.

Storage Slots are the amount of space something occupies when stored in a container. Containers with more Storage Slots can hold more stuff. Larger items take up more Inventory Slots than smaller items.

-Some containers indicate specific items they can hold, regardless of the storage slot size of the item.

-Note: Carrying containers have the same cost & storage slots for small & medium size characters. Containers for small characters assume storage of small-size items, while medium-sized containers assume storage of medium-size gear.

 

Backpacks: Nearly every adventurer carries most of their gear within a trusty backpack.

                -Putting on a Backpack is normally a Big Action (AOO). Taking it off is a Big Action (AOO).

                -Getting an item out of a worn backpack is a Full-Round Action (AOO). (This allows you to unshoulder the pack, find the item, take it out, and return the pack to your back.)

                -Taking off a backpack removes penalties caused by the pack, but also leaves your gear on the ground.

                             -This is something to keep in mind when being attacked by raiders or greedy goblins!

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Choosing the Best Backpack: Wearing and carrying a large backpack or other bag can make physical actions more difficult. Many backpacks apply a Mobility Penalty and/or Attack Penalty when worn.

        -Some backpacks can be removed very quickly, while others don’t hinder your movements, but carry much less gear.

               -This can become extremely important when it comes to defending yourself in an ambush.

Some backpacks are designed to be worn during combat and provide additional protection or weapon storage, while others are designed to carry as much gear as possible.

                -There are a few different styles of backpack; select the type that works best for your character!

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Tie-On Locations: Backpacks and other large containers have attached ropes or buckled straps that can be used to attach various other items. These are often used to hold items used frequently or too large to fit into other storage compartments such as bedrolls, tents, rope, mess kits, or additional waterskins.

        -Getting an item on or off a Tie-On Location is a Big Action (AOO).

Carrying Containers - Descriptions & Special Characteristics – By Carrying Location:

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      Backpack Location: Reminder: Getting an item out of a worn backpack is a Full-Round Action (AOO).

Backpack (Rucksack): High Capacity, traditional hiking/adventuring pack. 5 Tie-On Locations.

                -Incurs -1 Attack Penalty & -1 Mobility Penalty. Removed as a Little Action (AOO)

Light Backpack: Low Capacity, slim and tightly fitting. 2 Tie-On Locations.

                -No Penalties when worn. Removed as a Big Action (AOO)

Reinforced Backpack: Medium Capacity. Includes reinforced plating across the rear and sides, 3 Tie-On Locations, and 1 built-in weapon sheath for a light or 1-handed weapon along the bottom.

                -Grants a +1 Gear Bonus to Armor Rating (AR & ARvC). Incurs -1 Attack Penalty & -1 Mobility Penalty

-Putting on and removing the Reinforced Backpack requires a Full-Round Action (AOO).

Quick-Release Backpack: High Capacity backpack with special strap & buckle system allowing it to be released from the body with only a Swift Action (No AOO). Putting the pack back on requires a Full-Round Action (AOO).

-4 Tie-On Locations. Incurs -1 Attack Penalty & -1 Mobility Penalty

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Back Sheath Location:

Sheath, Back: A large sheath that holds the weapon across the back, drawn over the shoulder. Capable of holding one light, 1-handed, or 2-handed weapon. (Reminder: Draw/Sheath a 2-Handed weapon is a Big Action.)

                -A Light Crossbow, Heavy Crossbow, Shortbow, Light Shield, or Heavy Shield may be slung over the shoulder to occupy the Back Sheath location.

Bandolier: Strapped over the shoulder and across the chest. Items or ammo in a bandolier may be accessed as a Free Action. Holds small items like knives, shuriken, wands, or darts.

Dufflebag (Large Sack): A very large, soft cloth bag. You suffer a -2 Mobility Penalty & -2 Attack Penalty if the bag is not empty. Dropping the bag is a Swift Action. Getting an item out of the dufflebag is a Big Action (AOO).

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Side Sheath Location:

Sheath, Side: The standard sheath for weapons worn at your side, normally attached to a belt. Holds a single light or 1-handed weapon. (Draw/Sheath a weapon is a Little Action[AOO]. A magic wand may be stored as a Light Weapon.)

Quiver: Holds 20 arrows, bolts, bullets, or other ammunition. The ammo can be acquired from the quiver as part of the action used to make the attack. (Reminder: Loading a Ranged Weapon provokes AOO)

Book Sheath: A specially modified leather container that allows quick storage and access to a single book of up to 8 pounds and 5 Storage Slots. This is most commonly used by Wizards for their Spellbooks.

Instrument Case: Holds and protects 1 musical instrument roughly the size of a 1-handed weapon (Violin, banjo, clarinet, etc). The instrument may be accessed or stowed as a Little Action (AOO).

Map/Scroll Case: Sturdy waterproof tube. Holds & protects up to 10 scrolls/maps. If not used for maps or scrolls, it has 2 Storage Slots. A map may be accessed/stowed as a Little Action (AOO).

Potion Pack: This specially padded pack straps to a belt and holds 5 potions or vials. Fragile vials held inside will not break if dropped or struck. These potions may be grabbed as a Little Action (AOO).

Combat Scabbard: This sturdy wooden or metal scabbard straps to your belt and holds a single light or 1-handed sword. It may also be used as a melee weapon (club). It takes a Little Action (AOO) to remove it from your belt.

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Belt Pouch Location: Reminder: Getting an item out of a worn belt pouch is a Little Action (AOO).

Belt Pouch (Coinpurse): A simple cloth or leather pouch that holds small items, usually coins. Getting an item into or out of a Belt Pouch may be done as a Little Action (AOO).

Potion Straps: Holds 2 potions or vials. Potions may be grabbed as a Swift Action (No AOO).

Other Storage Locations:

Sheath, Boot: A small sheath worn around shin or inside a boot. Holds one light weapon or small item.

Waterskin (Canteen/Wineskin): Holds 2 days’ worth of water (or other beverages). No effective weight when empty.

-Note: You may replace a Belt Pouch with an additional Waterskin if you desire.

Carrying Containers - Table

Animal Packs - Carrying Containers for Animals (or other Large Beasts):

These containers are carried upon the back of a horse, donkey, camel, oxen, or other large size and similarly shaped creature, normally a quadruped. Such a creature can carry 1 saddle and 1 set of saddlebags.

*Animal Packs do not increase the amount of weight an animal can carry.

Saddlebags: Has two 18-slot bags and 2 Tie-On Locations.

Heavy Saddlebags: Has two 24-slot bags and 4 Tie-On Locations. Causes the animal a -1 Mobility Penalty.

Pack Carrier: Has three 32-slot bags and 6 Tie-On Locations. This fully replaces the saddle & saddlebags. There is no room for a rider. Causes the animal a -1 Attack Penalty and -1 Mobility Penalty.

 

Masterwork Carrying Containers:

-MW Containers cost 10x Merchant Price.

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-Any Masterwork container with 10 or more Storage Slots gains +1 Storage Slot.

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-A MW Backpack or Animal Pack increases its maximum weight capacity by 20%.

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-MW containers are more durable, with a 25% chance to resist gaining the tattered condition.

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-MW Containers may be enchanted.

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Capacity: The maximum weight this container can hold.

Max #: This indicates the maximum size in Storage Slots of any single item that can be held by this container

*The weight of these items are negligible enough to be listed as zero.

6.2c - How many Storage Slots does an item take up? What size is an item? Can I fit this item into my bag?​​

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Item Size: When talking about individual items, the following item sizes may be used to provide an idea of how much space an item takes up. Item sizes are relative to the size category of the creature carrying them.

-Ex: A small size object for a human would be treated as a medium size object for a gnome.

                -There is no exact measurement or calculation; bigger, bulkier items take up more Storage Slots.

-As usual, the base creature size used is medium size (6 feet tall). These are only guidelines:

Miniscule (1/10 to 1/4 Storage Slot): Easy to cover the entire item by closing your palm. Can hold numerous items in one hand. Long items may be nearly as long as your hand. (ring, marble, gem, blowdart, shuriken).

Tiny (1 Storage Slot): Easy to hold one item in the palm of your open hand. You may be able to hold multiple items if they have a long, thin shape. Long items may be as long as your forearm. (baseball, throwing knife)

Small (2-4 Storage Slots): Held with one hand and easy to control, but too large to cover with your palms. Long items may be as long as your extended arm. (coconut, shortsword, magic wand)

Medium (5-8 Storage Slots): Held with 1 hand. May be manipulated. Two-hands could be used for better control. Long items may be about as long as your leg. (Basketball, Arming Sword, Mail Hauberk, Helmet, Light Shield)

Large (9-14 Storage Slots): Requires use of both hands to hold properly, but may be manipulated in different ways. Long items may be as tall as the wielder. (Beachball, Chainmail Armor, Longsword, Heavy Shield, Longbow)

Huge (15-20 Storage Slots): Both hands outstretched with support from your torso to carry. With a large strap, a huge item may be slung over the shoulder and clumsily carried. Long items may be longer than you are tall. Huge items are too large to fit in normal backpacks. (Bicycle, Halberd, Full Plate Armor, Tower Shield)

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Carrying Containers
Inventory
Masterwork Containers

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