Fantasy Currency, is there a better way to handle it?


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Personally, I feel like there is a flaw with fantasy games like Pathfinder and how they handle gold. I suppose it's subject to the world in which you're playing but gold as a resource is very valuable and frankly, heavy in large quantities(I would imagine).

With that in mind, I feel like a character carry more than 1000gp in his backpack should reconsider. Not only is he carrying a small life savings worth of gold around, but that 20lbs worth of gold would/should take up more space than you would think. That's like me stuffing my savings account into my wallet and then going about my business. While we're fortunate enough to have banks in our lifetime, fantasy characters aren't always given that opportunity.

I didn't really consider any of this until I received 500 fantasy coins from a Kickstarter I backed (Fantasy Coins LLC) and the amount of space/weight these coins had was very surprising.

My question is, is there a better way to handle fantasy currency or are we doomed to have wagons full of gold because we're all adventurers?

The Peculiarities of Fantasy Currency

Silver Crusade Contributor

Well, depending where you are in the Golarion setting, the Bank of Abadar is a thing. ^_^

Under other circumstances, lightweight goods such as gems are common for this reason. They're also easier to hide (pocket linings and such).


I personally don't run in Golarion, our group has a personal world we all maintain through story but in some settings it's an option, that is for sure!

In regards to gems, do you always get what they are worth back though?

Can you take a 500gp, trade it for a gem of that value, and get it appraised in another city for the same amount? I wouldn't imagine a jeweler would buy that gem at 500gp because he has to make a profit as well.

Then again, I suppose the appraise argument would be valid in any argument regarding goods.

Silver Crusade Contributor

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It's part of the rules that equipment sells for half and goods sell for full.

It doesn't make any sense, but here we are. ^_^

Silver Crusade

I always have my PCs take into account the weight of coins (50 to the pound) for encumbrance. In my campaigns there are banks to deposit their wealth, however, most of the banks charge a withdrawal fee, usually 5-10%. Also, some banks don't recognize other banks deposits. My characters ended up with money all over the place, but they knew it was better than hauling it around in giant wagons. Of course, they still had to have giant wagons to haul around the weapons and armor and such they looted. It is up to you if you want to go realistic or handwave it. It isn't a flaw in the game, it just depends on how quick and easy you want to make tracking resources, which is ultimately up to the GM.


Interesting, good to hear the official rules even if I disagree.

I can see a portion of this being busy work for the DM, but as the article I shared states, I think it's the small details that make a game more believable. I want my stories to move my players, and my worlds to feel real and alive and while it's not a core focus of the game, currency is a large portion of RPGs. The more realistic I can make my currency, the more "weight" metaphorically.

I think the appraisal of the item should be determined by the NPC. Maybe you take that 500gp that you bought in town A and took it to town B where it was appraised as worth 300gp because that gem is very common in that town. But in Town C it's worth 800gp because it's the only gem of that kind in town.

I do like the thought of withdrawal fees from banks.


For homebrew worlds, it's always worthwhile to consider having additional levels of currency, but have their be social implications for them. Adamantine or Mithral coins might be worth 1000 gold each, but it's a bullseye for thieves and some places might not accept them.


CritConfirm wrote:


With that in mind, I feel like a character carry more than 1000gp in his backpack should reconsider. Not only is he carrying a small life savings worth of gold around, but that 20lbs worth of gold would/should take up more space than you would think.

Not really. That's about the size of a small water bottle (roughly 1.2 liters). Gold is really dense.

Quote:


My question is, is there a better way to handle fantasy currency or are we doomed to have wagons full of gold because we're all adventurers?

Depends on how realistic you want to be. Realistically, currency itself was not that common and day-to-day transactions were handled either on a barter system or on a long-term credit system. The reason gold was used was, in part, precisely because it was so dense (you could literally carry a king's ransom in a backpack), but by the same token, you'd never be able to spend a gold coin any more than you could spend a million dollar bill.

You're unlikely to need "wagons full of gold," either. The 4000 pounds a single heavy wagon could carry would be 200,000 gp. What do you need more than that in cash for?

A typical merchant or noble with 200,000 gp lying around would keep it safe in a vault or something. A typical adventurer would probably convert it to equipment (those +9 swords aren't cheap).


I'm not saying he couldn't carry around 20lbs of gold, but why would he. And it may condense to the size of a small water bottle but when pressed out into coins the surface area takes up more space than that. Unless the coins are equivalent to size of an US penny. Any book I've seen that references gold coins shows them to be at least the size of a half dollar and to the ratio of 50 coins = 1lb.

You wouldn't need a wagon full of gold, but how are you going to transport that dragons hoard with the above in mind? Assuming you have no magical means of transportation a wagon seems like the next best bet. I would agree, most adventurers would just pump their gold into gear, but you don't typically acquire 200,000 gold coins(or whatever large amount) anywhere near a city that would be able to sell you that item. I think that would largely depend on the setting you're playing in.


In my games, I list intrinsically valuable items like gems or jewelry with the price that it can be sold for. So, a "500 gp emerald" can be sold for 500 gp.

If PCs want to trade their cash for easily-transportable valuables like gmes, there's a 10% markup. So, that 500 gp emerald would cost 550 gp to buy from a jeweler.

Of course, you can also use a bag of holding or similar item to easily carry a king's ransom of gold coins.


Orfamay Quest wrote:
CritConfirm wrote:


With that in mind, I feel like a character carry more than 1000gp in his backpack should reconsider. Not only is he carrying a small life savings worth of gold around, but that 20lbs worth of gold would/should take up more space than you would think.

Not really. That's about the size of a small water bottle (roughly 1.2 liters). Gold is really dense.

Quote:


My question is, is there a better way to handle fantasy currency or are we doomed to have wagons full of gold because we're all adventurers?

Depends on how realistic you want to be. Realistically, currency itself was not that common and day-to-day transactions were handled either on a barter system or on a long-term credit system. The reason gold was used was, in part, precisely because it was so dense (you could literally carry a king's ransom in a backpack), but by the same token, you'd never be able to spend a gold coin any more than you could spend a million dollar bill.

You're unlikely to need "wagons full of gold," either. The 4000 pounds a single heavy wagon could carry would be 200,000 gp. What do you need more than that in cash for?

A typical merchant or noble with 200,000 gp lying around would keep it safe in a vault or something. A typical adventurer would probably convert it to equipment (those +9 swords aren't cheap).

It really depends. If you look at cost of goods vs the price in gold, a gold coin translates to somewhere between $20 and $100, depending on the types of goods you looking at and if you are basing them off of the same item or equivalents. (horse vs horse or horse vs car for instance).

Liberty's Edge

Well, one issue is that coins in PF are too big.

For my games I base most coins on Us coinage for familiarity.

A gold coin is the size of a US Type I Gold dollar. So about half an inch in diameter and between half and two thirds the weight of a US dime.

A silver piece is the size of a dime.

A copper is the size of a penny.


Krensky wrote:

Well, one issue is that coins in PF are too big.

For my games I base most coins on Us coinage for familiarity.

A gold coin is the size of a US Type I Gold dollar. So about half an inch in diameter and between half and two thirds the weight of a US dime.

A silver piece is the size of a dime.

A copper is the size of a penny.

1/50 of a pound is about 9 grams which is about 0.5 ml of gold.

9 grams is almost as heavy as a half-dollar (11.340 g) but 0.5 ml is less than the volume of a nickel.

Yes, gold is very heavy. 1000 gp would fit comfortably into a shoe box.


Adventure Path Charter Subscriber; Starfinder Charter Superscriber

This sounds like something like...

How many coins in a coffer?


Weight and coin size aside, because it's all speculation and interpretation that each coin is perfectly sized and equal which I doubt is the case. Also not including that different materials weigh differently (copper, silver, gold, platinum, your mother[OH!]).

What about the fact that adventurers carry around their literal life savings in a backpack. Isn't there something wrong with that? Is this a player problem or should the DM facilitate something for the players?

I've considered reworking currency in my setting to where a gold piece is really something to behold. Something similar to Pillars of Eternity if anyone has played it. If not, basically, the common currency is all based off coppers. As measurement for you all, a longsword costs around 75 copper pieces. You can find other currencies in the game but it all is measured off of coppers. Then again, is it worth all the brain power or am I hung up on a silly thought. *shrug*

Liberty's Edge

Orfamay Quest wrote:
Krensky wrote:

Well, one issue is that coins in PF are too big.

For my games I base most coins on Us coinage for familiarity.

A gold coin is the size of a US Type I Gold dollar. So about half an inch in diameter and between half and two thirds the weight of a US dime.

A silver piece is the size of a dime.

A copper is the size of a penny.

1/50 of a pound is about 9 grams which is about 0.5 ml of gold.

9 grams is almost as heavy as a half-dollar (11.340 g) but 0.5 ml is less than the volume of a nickel.

Yes, gold is very heavy. 1000 gp would fit comfortably into a shoe box.

A type I dollar is about 1.6 grams and is, as mentioned, smaller than a dime.


I think converting gold to gems or other highly valuable objects is a very reasonable way to go about it.

However, I am a bit alarmed when I see people saying that they impose 10% fees to buy those items or wouldn't let them resale for full value.

If you want to simulate some realism, use the bargaining rules from Ultimate Campaign. It gives players a reason to invest in appraise, bluff, and diplomacy. This imposes limits for how much an item can be sold for (up to 150% of listed value) and how much someone is willing to sell something to you for (75% of listed value).

Lantern Lodge

"In universe" I think it makes sense that coins would come in different denominations as well as different materials. Their value isn't just in the physical metal that makes them up, but the listed amount (which would be backed by whatever government or group minted them)

For my players, I actually hand out coins (campaign coins) in copper, silver, gold and platinum along with semi-precious "gems" and prop jewelry. The coins come in different denominations (a 1gp coin, a 5gp coin, a 10gp coin, etc) to make it easier to manage large amounts of currency.

Although it isn't officially a pathfinder rule, I recall reading in one of the old D&D edition books that standard gold coins weren't actually made of solid gold, but more likely gold plated or alloyed. I also recall reading in an old magazine interview with Gary Gygax that one of the reasons he added copper coins was to give players a giant dragon horde of them such that they couldn’t possibly truck them all out of the dungeon as a bit of a joke. When they came back for another load of treasure they found that other monsters had moved the remaining loot down to the next level, resulting in a player/DM arm’s race where players would drag in donkeys and hirelings into dungeons to remove their coins before other monsters could claim it.

To wrap it up, if you are looking for additional complexity and realism, making players bank money, or using things like gems to carry larger amounts at a time would probably work out well. Or you could just give them mountains of copper and see how they fare…


CritConfirm wrote:


What about the fact that adventurers carry around their literal life savings in a backpack. Isn't there something wrong with that?

Not if they don't have anywhere else to put it. Most itinerant workers throughout history have done the same thing.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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This whole issue all but disappears if you abandon Pathfinder's built-in use of wealth as a second XP track (whether through houserules, Unchained variants, or simply playing a different system).

Liberty's Edge

Jiggy wrote:
This whole issue all but disappears if you abandon Pathfinder's built-in use of wealth as a second XP track (whether through houserules, Unchained variants, or simply playing a different system).

This.

So much this.

My system of choice uses silver as a base, but its not important after a short while and most of it disappears between adventures anyway.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

The real breakdown is magic items.

PCs gain or spend vast fortunes because of the trade in magic items. A +10 weapon costs the same as a castle or large wooden sailing galley, things that usually represent months of labor and a nation's industry.

Having thousands in gold might break our suspension of disbelief, yet when the same PC has a handy haversack, a few magic scrolls, and a +1 magic shield, that PC already has more wealth in portable items than any common person would ever gain in a lifetime.

One way to bring back barter is to lower the cost of magic items (and only magic items) as well as lowering the WBL and rewards by the same percentage. This sadly makes low level magic items very accessible to everyone, so it would not be unusual for every household to have a few magic potions. Mundane items would be more valuable in contrast, should the difference in the cost of a horse and the cost of a cure light wounds wand becomes very similar. Rewarding adventurers would become a dozen gold pieces rather than 1000 pieces of gold.

This could easily bring back barter as commoners could offer adventurers some riding horses in payment, and it wouldn't be seen as a pittance. Keep in mind, it would take a lot of work on the GM's part.


Pathfinder Adventure Path Subscriber

Medieval coinage had no standard size for anything; so why should our adventuring worlds be any different? Look up some ancient coins on google or ebay - the actual gold and silver coins are physically tiny by modern standards, but had great value. China was using paper currency, and the people of one Pacific island group (whose name escapes me) used stone wheels weighing as much as 500 lbs. as currency.

With all this, I think it's reasonable for a DM to do some hand waving in the players' favor. Or against them...

PC's don't have to carry their life savings with them. You could make it easier on players by allowing them to turn in their coin to a temple of Abadar in exchange for a promisory note that could be cashed in at a temple in another city. The Knights Templar offered such services for crusaders. If the note is made out to the bearer, the PC's have to guard against theft, if it is made out to the PC's name then they will have to provide some proof of their identity. Good role playing opportunities!

The PC's find several large granite disks strung together on a rope passing through holes in their centers - is this ballast or a giant's life savings? The PC's find a box filled with moldering papers - currency? promisory notes? incriminating letters? or notes on the mating habits of pseudodragons?


There are already enough accounts to manage, I don't see the need to add money size and weight to the mix.


In my setting there are banks where gold, silver, gems, etc can be stored for a nominal fee. To deposit or withdraw, the character has to answer several very specific, earlier agreed upon questions. There is a 5% fee for withdrawal.

Grand Lodge

Queen Moragan wrote:

This sounds like something like...

How many coins in a coffer?

Dragon Magazine, Issue #80 - December of 1983.

Wow, I'm just old...


Digitalelf wrote:
Queen Moragan wrote:

This sounds like something like...

How many coins in a coffer?

Dragon Magazine, Issue #80 - December of 1983.

Wow, I'm just old...

I thought of that article, too. Just couldn't remember which issue.


DungeonmasterCal wrote:
In my setting there are banks where gold, silver, gems, etc can be stored for a nominal fee. To deposit or withdraw, the character has to answer several very specific, earlier agreed upon questions. There is a 5% fee for withdrawal.

Serious question, do you find that players just end up finding a way to transport their wealth without putting it in a bank? Because at 5% I would try very hard to do that exact thing.

5% of 100,000 gp is lot of money to lose. That is several lifetimes worth of gold for commoners.

Liberty's Edge

I prefer my game of choice's system. At the end of an adventure they can stick a percentage of it in a bank, their mattress, with a friend, some safe place. How much depends on a stat. The rest?

Gone.

Donated to the church, gambled away, drunk at the pub, spent on company of some sort, turned over to the wife and kids, whatever.

One of the basic problems in most D&D like games, and most a RPGs period, is that PCs don't really have any day to day expenses.


Personally I hand wave a lot of it because truth be told, it takes away much more than it adds. Sure you add "a bit of realism" to a world with dragons, wizards, and living gods but at the cost of serious baggage, MORE things to track (ok so the closest bank I have anything with is 3 towns over... but it only has 50 gp, but the bank WAY BACK near that first city we hit has 500 GP in it.... ), more of a headache (ok so now that is ANOTHER thing to add to encumbrance system... that is clumbersum as it already is), and honest more pain with little reward...

Going to far sometimes takes more fun away from the game than ever adds...

Its kind of like basic adventuring gear... I just assume most people are running around with a bed roll unless we were specifically in a situation precluding it (like a jail break). Because then, player's equipment list start getting really out of hand and honestly.. very messy as they start to literally list EVERYTHING (I got 1 fire starter, 1 toothpick, 1 bed roll, ect. ect. ect.)


Claxon wrote:
DungeonmasterCal wrote:
In my setting there are banks where gold, silver, gems, etc can be stored for a nominal fee. To deposit or withdraw, the character has to answer several very specific, earlier agreed upon questions. There is a 5% fee for withdrawal.

Serious question, do you find that players just end up finding a way to transport their wealth without putting it in a bank? Because at 5% I would try very hard to do that exact thing.

5% of 100,000 gp is lot of money to lose. That is several lifetimes worth of gold for commoners.

Maybe the bank allows free transactions between members [the Gold is shifted from one account to another] via a sort of internal Checking system, and the Bank is a monopoly within the campaign setting such that anybody wealthy using a banking system is using it?

In this manner the party can make payments to anybody who'd actually have anything of great value, but the bank still makes its cut on withdrawals made by somebody somewhere down the line paying expenses [possibly including wages.]

Silver Crusade Contributor

kyrt-ryder wrote:
Claxon wrote:
DungeonmasterCal wrote:
In my setting there are banks where gold, silver, gems, etc can be stored for a nominal fee. To deposit or withdraw, the character has to answer several very specific, earlier agreed upon questions. There is a 5% fee for withdrawal.

Serious question, do you find that players just end up finding a way to transport their wealth without putting it in a bank? Because at 5% I would try very hard to do that exact thing.

5% of 100,000 gp is lot of money to lose. That is several lifetimes worth of gold for commoners.

Maybe the bank allows free transactions between members [the Gold is shifted from one account to another] via a sort of internal Checking system, and the Bank is a monopoly within the campaign setting such that anybody wealthy using a banking system is using it?

In this manner the party can make payments to anybody who'd actually have anything of great value, but the bank still makes its cut on withdrawals made by somebody somewhere down the line paying expenses [possibly including wages.]

I did this in Council of Thieves - Westcrown's Bank of Abadar, run by recently arrived priestess Avahzi Serafian, would gladly take care of the PCs' funds. Most purchases were handled by a form of personal checking, which the PCs were glad to help popularize.

She didn't even charge transactional fees - she planned to profit through investments and lucrative loans.

Dark Archive

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Am I the only one in this thread who thinks that gold as a separate XP track is a good thing and players shouldn't be penalized for accumulating and spending it? Leveling up in most classes means a couple choices a level, sometimes pretty obvious choices too. Choosing whether to upgrade your cloak or your weapon or get some fancy wondrous item is way more interesting than leveling. The unchained rules for scaling bonuses are even better because they free up the big 6 slots for interesting choices. (I've been using limited custom crafting for a similar effect.)

The economy, weights and conversion of coinage and prices of items are terribly unrealistic, but they were only ever meant to restrict player access to items of excessive power.

Baseline the game allows players to convert their wealth into lightweight trade goods of enormous cost (an example is wish diamonds) and back again with no loss. We've always played it that as long as you have a few pounds of encumbrance or extra-dimensional space you're covered for carrying your savings because bookkeeping that gets tedious fast. Hauling out a dragons horde can be interesting though.


Kalahen wrote:
Am I the only one in this thread who thinks that gold as a separate XP track is a good thing
Probably not but you won't count me among them. Gold = Power complicates the balance of the game, it's FAR easier to create a functionally balanced game when Gear isn't Power unless it's an actual part of the Character's abilities rather than something they found or bought.
Quote:
Leveling up in most classes means a couple choices a level, sometimes pretty obvious choices too. Choosing whether to upgrade your cloak or your weapon or get some fancy wondrous item is way more interesting than leveling.

Fault of the system. Were it better designed leveling up would be far more flexible rather than following a predetermined path set by a single class.


Jiggy wrote:
This whole issue all but disappears if you abandon Pathfinder's built-in use of wealth as a second XP track (whether through houserules, Unchained variants, or simply playing a different system).

And opens up to the possibilities of more abstract methods of tracking wealth. I always liked Burning Wheel's method. You had a Resources stat, so to acquire something, you rolled your Resources vs the obstacle of whatever you were getting. If you failed, you got "taxed" and your Resources was lowered, depending on what you were getting (compared to your wealth level).

If I were designing my own, I'd use a tiered system of results. The better you roll, the cheaper it is, with worse rolls offering the item at increased cost or the choice to not acquire whatever you're going for. Finding treasure would usually give cash, which would be a one time bonus to a roll. Owning things like land (which produced something, like crops or livestock) would grant permanent wealth, though that can still be reduced with purchases (things like loans eating into your yearly income).


I prefer converting any gold needed for magic items into some kind of abstract "magic item points" that let you imbue items with magic powers or some such.

Not sure what I'd do about non-magic items, but honestly I don't enjoy money and think it should just be a background thing.

Liberty's Edge

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The setting I'm working on uses this for money:

Platinum - The size of an Ike dollar. [I love these coins and I seriously wish they caught on in the 70s.]

Gold - The size of a Kennedy half-dollar. [Wish these caught on too.]

Silver - The size of a Sacajawea or President gold dollar. [Need I say it?]

Copper - The size of a dime [Because, as adventurers hate CP so much, I've really grown to hate dimes.]

Dark Archive

kyrt-ryder wrote:
Kalahen wrote:
Am I the only one in this thread who thinks that gold as a separate XP track is a good thing
Probably not but you won't count me among them. Gold = Power complicates the balance of the game, it's FAR easier to create a functionally balanced game when Gear isn't Power unless it's an actual part of the Character's abilities rather than something they found or bought.

I'm very curious how you see the balance of the game being negatively affected by gold. To me gold giving access to magic items levels the playing field between classes quite a bit and also allows for challenges where you need the ability to cast certain spells, so I see it as a positive for balance. WBL is admittedly one more thing to track, but can be eyeballed pretty easy. I do have to acknowledge on the negative side that spending your gold wisely is, from what I've seen, one of the later stages of learning how to play, but any game complicated enough to be fun has a learning curve.

kyrt-ryder wrote:
Kalahen wrote:
Leveling up in most classes means a couple choices a level, sometimes pretty obvious choices too. Choosing whether to upgrade your cloak or your weapon or get some fancy wondrous item is way more interesting than leveling.
Fault of the system. Were it better designed leveling up would be far more flexible rather than following a predetermined path set by a single class.

At that point are you still playing D&D though? Wealth in a different game should follow a different system, we're in complete agreement there.


Kalahen wrote:
kyrt-ryder wrote:
Kalahen wrote:
Am I the only one in this thread who thinks that gold as a separate XP track is a good thing
Probably not but you won't count me among them. Gold = Power complicates the balance of the game, it's FAR easier to create a functionally balanced game when Gear isn't Power unless it's an actual part of the Character's abilities rather than something they found or bought.
I'm very curious how you see the balance of the game being negatively affected by gold.

It's negatively affected by different classes getting different results from gold, and its negatively affected by some classes needing to spend a lot of their gold on 'essentials' to perform well at their job in that class, while other classes have very few mandatory expenses and can instead splurge on awesome s$~* like Metamagic Rods, or have near infinite versatility with a pack full of scrolls for any situation.

Quote:
To me gold giving access to magic items levels the playing field between classes quite a bit and also allows for challenges where you need the ability to cast certain spells, so I see it as a positive for balance.
First, 'leveling the playing field' would only happen if the more wealth-dependent classes had a class feature that granted them greater WBL than the non-wealth-dependent classes... but they don't. As for the 'create challenges where you need the ability to cast certain spells' idea... I don't and won't do that. I create challenges without creating solutions to them, coming up with solutions is my player's job and it should not require something so specific as a given spell. It shouldn't even necessitate spellcasting whatsoever, although spellcasting may make it easier.
Quote:
WBL is admittedly one more thing to track, but can be eyeballed pretty easy. I do have to acknowledge on the negative side that spending your gold wisely is, from what I've seen, one of the later stages of learning how to play, but any game complicated enough to be fun has a learning curve.

Not true by necessity. A game can be both simple and fun, and I feel gold's 'fun' is best used in the world as economic power, not used to purchase magical power.

Quote:
kyrt-ryder wrote:
Kalahen wrote:
Leveling up in most classes means a couple choices a level, sometimes pretty obvious choices too. Choosing whether to upgrade your cloak or your weapon or get some fancy wondrous item is way more interesting than leveling.
Fault of the system. Were it better designed leveling up would be far more flexible rather than following a predetermined path set by a single class.
At that point are you still playing D&D though? Wealth in a different game should follow a different system, we're in complete agreement there.

How does one define D&D? In older editions wealth didn't translate directly into power.

A party might have found power-in-item-form which could be traded for wealth, but it didn't work the other way. Magical equipment was regrettably required for the martial classes, but it was assumed they'd be given what they needed [and so far as I'm aware treasure hordes highly favored martial characters over magical ones.]

That being said, I have to ask... at what point ARE you still playing D&D? When I GM I typically don't do dungeons, instead favoring an open-world style campaign.


Claxon wrote:

Serious question, do you find that players just end up finding a way to transport their wealth without putting it in a bank? Because at 5% I would try very hard to do that exact thing.

5% of 100,000 gp is lot of money to lose. That is several lifetimes worth of gold for commoners.

Sure, there are bags of holding and such, but those can be stolen by bandits, monsters, other players.. lol, etc. And no character in my game has anywhere near that kind of money. It's actually only come up mostly in flavor and roleplaying.


kyrt-ryder wrote:
Kalahen wrote:
kyrt-ryder wrote:
Kalahen wrote:
Am I the only one in this thread who thinks that gold as a separate XP track is a good thing
Probably not but you won't count me among them. Gold = Power complicates the balance of the game, it's FAR easier to create a functionally balanced game when Gear isn't Power unless it's an actual part of the Character's abilities rather than something they found or bought.
I'm very curious how you see the balance of the game being negatively affected by gold.

It's negatively affected by different classes getting different results from gold, and its negatively affected by some classes needing to spend a lot of their gold on 'essentials' to perform well at their job in that class, while other classes have very few mandatory expenses and can instead splurge on awesome s+!% like Metamagic Rods, or have near infinite versatility with a pack full of scrolls for any situation.

Quote:
To me gold giving access to magic items levels the playing field between classes quite a bit and also allows for challenges where you need the ability to cast certain spells, so I see it as a positive for balance.
First, 'leveling the playing field' would only happen if the more wealth-dependent classes had a class feature that granted them greater WBL than the non-wealth-dependent classes... but they don't. As for the 'create challenges where you need the ability to cast certain spells' idea... I don't and won't do that. I create challenges without creating solutions to them, coming up with solutions is my player's job and it should not require something so specific as a given spell. It shouldn't even necessitate spellcasting whatsoever, although spellcasting may make it easier.
Quote:
WBL is admittedly one more thing to track, but can be eyeballed pretty easy. I do have to acknowledge on the negative side that spending your gold wisely is, from what I've seen, one of the later stages of learning how to play, but any game complicated enough to be
...

The part I'm curious about is the 'wealth-dependent classes' ... which ones do you consider to be that vulnerable?

Liberty's Edge

Snorb wrote:

The setting I'm working on uses this for money:

Platinum - The size of an Ike dollar. [I love these coins and I seriously wish they caught on in the 70s.]

Gold - The size of a Kennedy half-dollar. [Wish these caught on too.]

Silver - The size of a Sacajawea or President gold dollar. [Need I say it?]

Copper - The size of a dime [Because, as adventurers hate CP so much, I've really grown to hate dimes.]

You have that backwards. Massively so. More valuable metals mean smaller coins.

The current US gold bullion coin is the American Buffalo. It is about the size of a Ike dollar and contains a Troy ounce of 24k gold. It has a face value of $50 and a real value of something like $1500.


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I've considered abstracting money with the Wealth system from d20 Modern.


Qaianna wrote:
kyrt-ryder wrote:
Kalahen wrote:
kyrt-ryder wrote:
Kalahen wrote:
Am I the only one in this thread who thinks that gold as a separate XP track is a good thing
Probably not but you won't count me among them. Gold = Power complicates the balance of the game, it's FAR easier to create a functionally balanced game when Gear isn't Power unless it's an actual part of the Character's abilities rather than something they found or bought.
I'm very curious how you see the balance of the game being negatively affected by gold.

It's negatively affected by different classes getting different results from gold, and its negatively affected by some classes needing to spend a lot of their gold on 'essentials' to perform well at their job in that class, while other classes have very few mandatory expenses and can instead splurge on awesome s+!% like Metamagic Rods, or have near infinite versatility with a pack full of scrolls for any situation.

Quote:
To me gold giving access to magic items levels the playing field between classes quite a bit and also allows for challenges where you need the ability to cast certain spells, so I see it as a positive for balance.
First, 'leveling the playing field' would only happen if the more wealth-dependent classes had a class feature that granted them greater WBL than the non-wealth-dependent classes... but they don't. As for the 'create challenges where you need the ability to cast certain spells' idea... I don't and won't do that. I create challenges without creating solutions to them, coming up with solutions is my player's job and it should not require something so specific as a given spell. It shouldn't even necessitate spellcasting whatsoever, although spellcasting may make it easier.
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WBL is admittedly one more thing to track, but can be eyeballed pretty easy. I do have to acknowledge on the negative side that spending your gold wisely is, from what I've seen, one of the later stages of learning how to play, but any
...

From most wealth dependent to least...

Martials [Two-Weapon Fighters > Single Weapon Fighters] > Partial Casters > Full Casters


kyrt-ryder wrote:

From most wealth dependent to least...

Martials [Two-Weapon Fighters > Single Weapon Fighters] > Partial Casters > Full Casters

(Yes, massive snip, that was getting ridiculous.)

I can see TWF being costlier in just about everything, agreed.

This also makes me wonder on something. Item creation feats are often called 'trading feats for gold'; I'm grabbing one myself just because I like my character to have it, tho. How would you balance or evaluate or whatever that?


If Items were essentially decoupled from power, then there wouldn't be item creation feats. There would be standard craft skills which could create magic items if the right materials were obtained.

Silver Crusade

Completly ignoring the Wealth-dependant-classes-stuff:

I always assume the characters exchange money to carry it more easily. This includes buying gems for easier carrying. The loss they make with this is included in the whole "selling only brings half the value" - the magic item isn't always really as expensive as noted, so instead of paying 21,000 gp they pay 19,000 gp - the last 2,000 gp represent the money they lost by turning their gold into gems before.

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Kalindlara wrote:

It's part of the rules that equipment sells for half and goods sell for full.

It doesn't make any sense, but here we are. ^_^

Actually, this generally applies to the real world as well. If you sell something of value to a pawn shop, they usually try to buy it for about half its market value, sometimes more or less depending on how the haggling goes. For precious metals, they usually pay about full price because gold and silver retain their value and are incredibly easy to liquidate.


Orfamay Quest wrote:
Yes, gold is very heavy. 1000 gp would fit comfortably into a shoe box.

Some other expensive things you can fit in a shoebox. Now the GM needs to start handing out uranium coins, but not too many. Too many in a shoe box would be...bad.

Slightly more on topic. It seems to me that magic items are the reason for having huge amounts of cash in fantasy games these days. I'm not really sure of a way to fix that.

Make them cheap and suddenly every army and bandit is running around with magic weapons and armor, thus negating the mechanical advantage they provide. Making them cheap also assumes that they are easy to make and that there is a group of craftsmen that can keep up with the demand. If production can't keep up with the demand then the price of magic items goes up again.

The time and effort in making magic items will also determine their market value. If they are cheap and easy to make, then soon everyone will have them and you will need a new baseline of where impressive magic items starts. If the Market wants them for a price that below what Production considers profitable, Production will go and do something that makes them money and demand will drive up the price again.


Orfamay Quest wrote:
Krensky wrote:

Well, one issue is that coins in PF are too big.

For my games I base most coins on Us coinage for familiarity.

A gold coin is the size of a US Type I Gold dollar. So about half an inch in diameter and between half and two thirds the weight of a US dime.

A silver piece is the size of a dime.

A copper is the size of a penny.

1/50 of a pound is about 9 grams which is about 0.5 ml of gold.

9 grams is almost as heavy as a half-dollar (11.340 g) but 0.5 ml is less than the volume of a nickel.

Yes, gold is very heavy. 1000 gp would fit comfortably into a shoe box.

Correct me if I'm wrong, but in the older versions of D&D the 'weight' in pounds of items was actually a weight/volume.

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