[RPG] How do the economics add up for laborers

dnd-5eeconomywealth

Relevant quotes from Chapter 5 of the Player's Handbook:

Laborer's wages

A silver piece buys a laborer’s work for a day, a flask of lamp oil, or a night’s rest in a poor inn.

(Page 143)

Laborer's Lifestyle

A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

(Page 158)

In the chart, it shows a cost of 1gp / day for a Modest lifestyle.

The question

How do these prices add up? If a laborer makes about a silver piece for a day's wages, how in the world are they paying ten silver (one gold) per day for a modest lifestyle? Page 158 shows a price of three silver per day for meals alone at a modest lifestyle level. Even if we ignore all other expenses and just look at the cost of food, it seems like they would be paying three times their daily wage just to eat at that level. We're not looking at the cost of supporting a family right now – even assuming a single person, the prices don't seem to add up.

How is a laborer able to sustain a Modest lifestyle while only making one silver per day?

Best Answer

D&D is not an economic simulator

5th edition least of all, given its deliberate choice to avoid valuing consistency or coherence in mechanics. Labor prices have always been a problem in D&D, whether the exorbitant prices charged by sages and the like in the earliest editions or the never-high-enough price for a sellsword. The fundamental problem is that the game wants (and has always wanted) a gp to be a large amount of money, enough to impress common folk and to make adventurers stand out and be notable in the fiction of the game world, and usually enough to justify a 'fantastic wealth-- if you survive' description of adventuring, but it also wants and has always wanted to charge players an arm and a leg for things, usually to ensure they must keep adventuring and taking risks and such. Unfortunately, this doesn't work. There are lots of epicyclic explanations that people have used at various points over the years to various effect, but ultimately it just doesn't work. The prices are too high and the given incomes are too low and the relationships between all the things make a mess out of any potential explanation if explored too deeply.

The solution is to ignore it. A laborer who gets paid on screen should receive roughly 1 sp for each day of work they're being paid for, and they enjoy a modest lifestyle consisting of roughly 1 gp a day in expenses if the PCs stay at their house a while. The PCs don't ask how much the laborer makes or how much he spends to supplement his crops, and everything goes smoothly.