taliesin15 said:
what I'd still like help on is whether there's any suggestions on banks--I mean, the scenario that the adventurers (let's say mid level...5th-10th level) might stash a significant amount of loot (10-100K gp) while on a longish adventure, let's say one that involves sailing to another continent, only to come home to find that the bank was robbed...
I don't recall medieval banks being a way to store wealth; more a place that had a lot of wealth that made more by loaning it out. Banking for the masses wasn't the norm. Paying interest on money in the bank was essentially your cut for your money's leaveraged wealth.
Extrapolating out to a larger scale, you don't deposit money into a bank, you *buy* into the bank. Your money buys you shares of the bank's total capital. Realistically speaking, a banks' equity should be mostly non-cash and of the interest bearing form (meaning liens against property, stores, merchants, etc).
Robbing the vault essentially takes the petty cash; the portion of capital that isn't earning its keep but needs to be kept around to handle the daily operations of the bank.
back to taxes... these are lands constantly ravaged by petty wars, skirmishes, viking style raids, and so on....somewhere I read that the suggested percentage of fulltime military personnel to be something on the order of 1% of the population --I guess what I'm leading up to is the wartime footing is much more immediate here, and town burghers and officials and warlords are looking with a greedy eye to adventurers hauling back loads of armor and weapons from Orcs, Goblins, Kobolds and the like (low level adventure)--they want their cut, but at least they are killing "the enemy" (issues of genocide for another thread later)--anyhow, the situation is such where they are torn between getting their pound of flesh and letting them do their work for them--another added benefit is more arms are coming to the town...its a situation where I'm not just talking about one silver piece tolls...its more like they want *at least* 10%
Wait, do you mean a toll (pay this to enter the city) or a tax on sale? I had tolls, not taxes. As far as the tax on sale, wouldn't that be built into the "sell for 50%" rules in the DMG? You could just lower the base selling percentage and say it's a result of taxes. Only PCs selling retail (what, without being a guild member? Guido, educate the man) would need to directly process taxes.
As far as tolls, mine were set at around 3% so for a short sword you'd pay 3sp. Go ahead and do a 10% toll. Make it efficient and allow the adventurers to simply hand over one weapon in ten. Then turn it into a plot point with larger reaching impact. Arrange to give them a letter of marquis, deputize them, make them "military contractors." They are given assignments (lose some freedom) but gain some financial advantages.
The flip side is the town will have to provide some value for the onerous tolls/taxes making it worthwhile. Realistically speaking if one town decides to stop charging fees for people with orc-loot, they get all the traffic from the orc killers and get a massive boost in the economy with a lot of supplemental taxes income (call it the taxation loss-leader). Or do you end up with a tent-town outside the real town to serve the people who don't want to pay the city fees? (Sounds like a great setup for the thieves guild)