Back in the 1980s I played Advanced Dungeons & Dragons. When you start out as a new character in the game you roll to see how much gold you get. You use that gold to buy your equipment, such as your sword and chain mail or mace and holy symbol. While the starting gold varies by character class, there were no differences in the economic classes of the characters. For example, all starting fighters rolled 5d4 and multiplied that roll by 10 to determine their gold. For role-playing purposes, a player could make up their character’s background, including their social and economic class but it had no impact on their starting gold. D&D has largely stuck with this system and the Player’s Handbook does not have an economic class-based system of starting gold.
Like many other players, my AD&D group experimented with adding economic classes: a player rolled on a table to determine their social and economic class. For example, a player character might be a peasant. The upper classes started with more gold and even some valuable items and some players even proposed allowing new characters to start out with magic items.
While initially popular, rolling for economic class did not last long. A player who rolled badly on the table could not afford even their basic gear while a player who rolled exceptionally well started off with an abundance of gold and gear. We did tinker a bit with the tables, but we quickly returned to the standard rules. People could still roll badly or well, but it lacked the extremes of an economic class table.
The main reason, obviously enough, for abandoning the economic class table was it ended up being unfair: while everyone did get to roll, the chart could put people at a disadvantage or grant an unfair advantage at the start of the campaign. And this was with a relatively moderate chart. Another DM I knew ran a campaign using a more extreme table; a player who rolled well could start out with a keep and henchmen. A player who rolled badly could start out as a peasant with but a few coppers and be unable to buy the gear they needed. The player who started with the keep was quite happy, the peasant player far less so. But let us think a bit about using such tables.
Imagine you are playing in a D&D campaign that uses an economic class table based on the United States, with fantasy names in place of the modern economic class names. The DM is an economic nerd, so they work out the value of a gold piece relative to a dollar, work out the average wealth for each age group in each economic class, work out the percentage of the population in each group and so on. From all this they create a chart that determines your character’s starting wealth based on what you inherit. As in the real world, what economic class you are born into is random. As such, you might roll well and start off with thousands of gold pieces. Or you might have a bad roll and start with a few copper pieces.
Imagine that you are playing a fighter and roll badly, starting with a few coins. You can buy a dagger, a shield and a sack and that is it. Another player, a magic user, rolls exceptionally well and starts with 70,000 gp. She can buy all the gear she needs and, if the DM allows, buy much more. Suppose that the other players start off with enough to buy basic gear. If the magic user is good aligned or understands the importance of having a properly equipped party, they will share their wealth. They might buy you a longsword, plate armor, and other gear so you can keep the monsters from killing them. If you are all working together and share your starting gold, then this is fine: an advantage for one party member is an advantage for all. But suppose your magic user is selfish and wants to keep all their starting wealth for themselves. While that could be a problem, if your party is still otherwise working together, this will not be too bad if you get your share of the XP and loot, you will eventually even things out.
But suppose the DM is running a campaign in which the players are competing. Rather than working together as a party, you are competing to kill monsters and loot dungeons. You set out with your dagger and shield and stab a few goblins. The magic user hires several NPCs to assist her, and they enable her to slaughter her way through a small dungeon, adding the treasure to her already considerable wealth. She hires more NPCs, gets better gear, and continues to tear her way through dungeon after dungeon. Meanwhile, you are still struggling. You eventually kill and loot enough goblins to buy a long sword and leather armor and move on to ambushing lone orcs. The magic user has moved on to slaughtering giants. Finally, you can take on a bugbear, as the magic user and her hired NPCs take down a blue dragon. The dragon hoard gives her even more wealth and power; she buys more magic items and hires more NPCS. When you are finally ready to face an ogre, she is smashing ancient red dragons and liches. She soon has a kingdom of her own and is about to start a war with another nation to gain even more wealth. The campaign comes to an end; she has won easily. The DM then announces a new campaign will start: your new character will be the child of your previous character, inheriting their meager wealth and starting the new campaign with that. The person who played the magic user starts out with her new character being a prince or princess, inheriting the wealth of the kingdom. Just imagine how that will go. The first campaign was extremely unfair, the second will take the unfairness to a new level.
As noted, in a cooperative D&D game, where everyone is working together and sharing resources for the good of the party, the starting advantage of one is an advantage for all. In a competitive game, a significant disparity in starting wealth provides an unearned and unfair advantage. Players in such a campaign would rightfully complain and insist on having a fair start. Otherwise, the game would be rigged in favor of the player who rolls the best at the start. The same is true of significant inheritance in the real world. A large inheritance provides a considerable unearned advantage.
It could be argued that a skilled player could overcome a bad starting roll, and an incompetent player could stupidly throw away their advantage. While this is true, the odds would be heavily against the bad roller and heavily in favor of the good roller. Just because a truly exceptional person with a bad start could beat a truly incompetent person with a vast lead hardly shows that the situation is fair. Now, someone might want to play the unfair game and might even get all the other players to accept it. But it would be absurd to say it is fair or that it allows for true competition. The same applies to the United States: we can accept an unfair system of inherited wealth, but we cannot claim that the game is fair or allows for true competition. Sure, some rise from humble origins and achieve fairy tale levels of success by going from peasant to a merchant prince. Some start with all the advantages and waste them, starting with silver spoons and ending up with plastic sporks. But most finish in accord with their start, the game playing out as one would expect.