Do you want to experience the fullest potential that D&D 5e has to offer?
For those few of you who use the 5e’s Lifestyle system, hold unto your butts. For those of you who don’t, but continue to read, hold unto your brain cells!

Part 1: The Leap
As is, chapter 5 of the Player’s Handbook (PHB) gives you 3 tables to work for playing with in-game financing, the first two:
- Lifestyle Expenses (LE)
- Food, Drink, & Lodging (FDB)
are overtly tied to each other with the second table referencing the first
These prices (of the FDB table) are included in your total lifestyle expenses.
(P. 158)
However, there are some inconsistencies when trying to cross-reference. Take a look.
Per day* | Cost | Cost in Cp |
---|---|---|
Wretched | — | |
Squalid | 1sp | 10 |
Poor | 2sp | 20 |
Modest | 1gp | 100 |
Comfortable | 2gp | 200 |
Wealthy | 4gp | 400 |
Aristocratic | 10gp Min | 1,000 Min |
Per day* | Lodging Cost | Meals Cost | Cost in Cp |
---|---|---|---|
Wretched | — | — | |
Squalid | 7cp | 3cp | 10 |
Poor | 1sp | 6cp | 16 |
Modest | 5sp | 3sp | 80 |
Comfortable | 8sp | 5sp | 130 |
Wealthy | 2gp | 8sp | 280 |
Aristocratic | 4gp | 2gp | 600 |
Squalid’s FDL total = 10cp, which agrees with its LE total.
But Poor’s (and the rest’s) FDL total = 16cp, which is 4cp more than its LE. You’re leaving money on the table!

Mo Money, Mo Problems
No Money, Even Mo Problems
Part 2: Let’s Get Corn Nuts
How do we fix this? Simple, take Life (expenses) and turn it, flipped upside down. Instead of Expense, read it as Income.
Right next to the (LE) table are descriptions for these lifestyles, where Poor and Comfortable are associated with unskilled and skilled labor respectively.
Combined with the 3rd table, Services on P. 159, which gives data on daily wages (income) of skilled and unskilled workers.
- Unskilled = Poor = 2sp per day
- Skilled = Comfortable = 2gp per day
Uh oh, Under the (LE) table, Comfortable and Poor would both spend 100% of their income on necessities. While this dose solve the money-on-the-table problem, that “problem” is what’s known as disposable income.
At this point, all I have is a turd, but I can see kernels of corn in that turd. With which, I will grow my own crop, and sustain myself. I will take the husk of the corn and make tamales of industry, I will collect the silk and, let me look up what to do with corn silk… make dolls of capital?…
I think the analogy has run its course. The point is, the product of this investigation has led to a
Robust, Simple, and Fun, way to get into economics, which I will share with you now!
Tangent: Unresolved Issues
For the sake of brevity and clarity, this article only addresses the general situation and attempts to fix foundational issues. There are some problems, however, that still need to be addressed, such as:
- Self-sufficiency to lifestyle: Quality of life by nature’s bounty.
- Practicing a Profession: Quality of life by employer.
- Xanathar’s Irregular wages: Roll well paid well.
I understand that the original purpose of these tables was to provide rules and costs for adventurers between adventuring periods with lots of money to spend, but I think I can squeeze out a system that can also answer the same concerns for non-adventurers.
Not everyone has large payouts that they can subsist off of between gigs. What dose a world without disposable income look like for someone reliant on wages? how would they afford non-necessitates, like tool repair, clothes, emergencies, etc? If you’re interested in the world-building implications of a system that takes these concerns into account, check out:

“And Alexander Wept, For There Were No More World to Conquer.”
– Plutarch
Part 3: Fin
Instead of 2 expense tables, which conflict with each other, have 1 which wont conflict with itself!
Keep the more specific table, (FDL). Make it the Lifestyle Expenses table. Then, turn (LE) into (LI) I stands for Income, and extrapolate income for every lifestyle with the help of the Services table.
For your viewing pleasure, I present my Lifestyle expense system. Using all the same math from the old system. Tables calculated to Copper Piece (cp)
Wretched | — |
Squalid | 10cp |
Poor | 20cp |
Modest | 100cp |
Comfortable | 200cp |
Wealthy | 400cp |
Aristocratic | 1,000cp Min |
Wretched | — |
Squalid | 10cp |
Poor | 16cp |
Modest | 80cp |
Comfortable | 130cp |
Wealthy | 280cp |
Aristocratic | 600cp |
Wretched | — |
Squalid | 0% |
Poor | 20% |
Modest | 20% |
Comfortable | 35% |
Wealthy | 30% |
Aristocratic | 40% Min |
Wrapping It Up.
There was inconsistencies with the original system, but there was enough to work with that we could fix it. Not only did we fix the system, the changes we made improved the play-ability of the base game. That’s if you’re actually using the income system.
At the least it can help the world seem more plausible.
1 Comment
Comments are closed.