Just completed a quick design exercise in class, given 5 yellow squares (chests), one blue (the player) and a map we were set the task of designing and testing a mini dungeon crawler economy. By using probability our group managed to create a balanced game that is both challenging and rewarding. Encounter rates were the key to managing this as we could figure out the average amount of encounters it takes to reach a chest then adjust it so the player is likely to survive the return journey but pushing further involves risks.
Player Starting Stats: Max Hp = 10, Strength = 1, Gold = 0.
Gold Found in Chests: Green zone = 10, Blue zone = 50.
Gold Gained From Enemies: Green = 4, Blue = 10, Red = 25.
Cost To Upgrade MaxHP + 10 = 10 / 40 / 80 / 120.
Cost To Upgrade STR + 1 = 20 / 50 / 100 / 150.
Cost To Heal 1 HP = 1 Gold.
Roll once per tile to check encounter (player moves 1 tile)
Roll once per strength stat for enemy and player, damage = dice result.
On player death lose half gold and reset to start.
Thanks to @joshc5 @julian–hunt for working on this with me