So, um ya… this went a bit sideways.
I guess the question I have for the original poster @MattSlaton. What are the cost of other staples? My numbers are more of a formula.
Healing potions = base+ 1.5 x per addition d4 or something like that, but not as exact. I was thinking of reverse engineering my numbers, but too lazy.
1d4= base= 10 coin
2d4= Base+ 15= 25 coin
4d4= base+ 45= 55 coin
6d4 = base+ 75 = 85 coin
Then do heavy rounding and it kind of works. Accounting for difficult acquiring and quality workmanship.
If we go with a days work…10 copper=1 silver…and a healing potion is a magical save that can fix anyone of normal injuries is seconds but require an alchemical laborious process and expensive ingredients…250 days of labor would by a lesser healing kit. 2 years and 1/3 of a year…about the same as my buying a badly equipped used ambulance…for something that can fix a traumatic injury on any typical living farmer, and make him right as rain in a few seconds.
Let’s not try to over complicate this…
ICRPG gives you a con check and recover 1+con. A magic potion can give you 1d8+magic effort…or whatever.
Your world your economy…I kind of want to run a hard core European feudal economy where serfs, yeoman, freeman, traders, merchants, gentry, nobles, and royals exist, along with magic. Specie is typically only found yeoman and above, and gold only with gentry and above.
But I fear the learning curve of negotiating a live chicken for a loaf of bread and bowel of stew and pint of ale would get real old real quick.
Not to mention you can’t exchange efficient coin with anyone unless you are at least recognized gentry, or have a writ from a ruler of the area…except the black markets.
Let’s not over complicate our games with realistic boring stuff. Let’s just kill some gobos, loot some treasure, ignore biological requirements unless story relevant.
But I always start from the complex.