Banks & Taxes: rules/suggestions?

Because of the potential for robbery, particularly by powerful entities...why would you ever gather 100,000gp in one easy-to-find place in a world with dragons?...I tend not to use banks...but I do enjoy giving PC groups bankers.

Once they've developed a good local reputation, a single NPC becomes the first of their "support group", so to speak, investing the wealth adventurers take in, shipping commodities to where they can be sold for greater profit, translate gems and art into raw coin, and investing in businesses to earn the PC's a profit or a valuable service. Earning about 2-10% of an adventure's haul every month isn't huge, but it makes a difference and gives you endless hooks.

"Welcome back, good sirs. The southern caravan was on schedule at last word, Doyle the smith has finished the etching on your plate mail - it's a masterpiece, if I may say so myself - but....ummmm....I've heard no word from the silver mine in three weeks."
PC: "We...own a mine?"
 

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Sigurd writes
1. [in his campaign] There are no banks, as such where currency is recognised. All currency is measurred in weights or valuable metals or promises to redeam for such. Reality of many active realms is that promiseary notes often are used against other promisary notes. For example a promisary note for 10000 gold is used to buy 5000 in product. The holder of the big note must finde someone who can redeam the whole 10,000 and supply enough for the transactions. Bad reputations and mistrust are _very_ expensive.

*the latter statement I think would be the case whether one had banks or not--Sigurd, I'm glad you bring up this illustration of promissary notes as I've read they were common, maybe even the ancestor of paper money (first used in China?)--seems to me that reputation and trust would be considered "currency" as much as gold or silver itself--that this would be one of the root ideas behind honor, but that's another story


A character, who could not aquire enough gems, has a 10,000 gld note and wishes to buy a 1000gld item. There are immediately at least two points of discussion 1) what is the sale price of the Item 2) what is the immediate value of the note.

*wolves and ravens! That would just drive my players (low level) completely nuts! Value of the note...LOL!...they panicked when the town tax assessor happened by when they were unloading 30-40 suits of studded leather, spears and the like at the armor market right in front of a major city gate and wondered if they were paying duties...and if they had a license...


The town of your example might be forced to issue such notes as rewards for valour.

*in my case, the PCs worked out a deal to defer taxes on each set of armor/weapons sold for each pair of orc (or goblin/kobold/hobgoblin) ears they presented...they still act like they're getting ripped off...then they were appalled that they couldn't trade their gold in for full suits of plate armor, long composite bows, and the like--this is a town of 5000, they don't even have a bookseller; they scoffed at that too


They might even be non transferable as a way of keeping the characters around to protect the town. Good characters might see it as a duty to buy the towns notes. That would give the town much needed currency for its defences and mercenaries.

*I think you sounded the right note earlier when you mentioned reputation, I think heroism and honor are de riguer concepts in fantasy games--or if you are playing an evil character, the seeming appearance of honor


Successful characters typically have much much more disposable wealth than nobles or even whole cities.

*one of the secondary reasons for raising this thread is to ask the question: wouldn't they, if they didn't have a bank or whatever to stash their wealth, become prime targets for every thief, brigand, and more insidious, parasite and con artist in the area? What about extortion? Wouldn't it be worth the while of say 100 rogues to conduct an elaborate ruse, ala the movie The Sting, say, if it was known they had 100,000 gold pieces--everyone gets a 1000 gp cut? And even if they invest, wouldn't people constantly be trying to get at their wealth?


My characters tend to use their standing and history with powerful bodies (the church,

*that right there is SUCH an alien concept in my campaign. Its so weird...every single pantheon presented in 1.0's Deities and Demigods was...well, a pantheon--there was no Monotheism, unless you count "Arthurian"...it seems bizarre that everyone's assuming a Monotheistic paradigm--I guess that's why WoTC switched to the whole Pelor, et al falderol


money lenders, etc...) to try and stay liquid with not too much expense. I don't think its unreasonable for 30% of a coin hoard to be eaten up by confidence games -- even more if the players are stupid. The alternative is to hoard wealth and thats not very safe either (as the characters well know).

*doesn't really seem like anything is safe frankly


Interdimensional banks are elegant and easy but they shouldn't be available too easily.

*the whole notion sounds like something out of Hitchiker's Guide to the Galaxy, frankly. What, so the characters carry around a babel-fish ATM card? Seems cool for a game like Hackmaster maybe.


I think players must decide to either travel through unknown lands with huge amounts of wealth or buy a note from someone honourable enough and powerful enough that their promis will be honoured when they arrive.

Safety for their investment is really relative.

No bank is going to guard a vast fortune just in case you want it back - its too risky and expensive. Powerful characters deposit huge amounts of money -- the bank is going to haggle and buy up undervalued promisary notes. When they have enough they are going to travel to the most profitable place to redeam those notes and look around to buy notes appropriate to their return trip.

*unless--unless of course their actions spur a massive inflation economy


If you are known to have a huge fortune you will attract more unwanted attention -- beggars, spies, thieves, assassins poor nobles etc....

*sure, and "friends"; "relatives"; kidnappers...etc...


btw The Medieval Christian church held that Usury (that is charging exorbitant fees for changing currency) was a sin based on the story of Christ throwing the money changers from the temple. They frowned on or made money changing illegal.

*I wonder if that's not rooted in deeper notions of honor--that a shilling should be worth a shilling, and not what the banks say, and all that rot
 

Imret writes:
Because of the potential for robbery, particularly by powerful entities...why would you ever gather 100,000gp in one easy-to-find place in a world with dragons?...I tend not to use banks...but I do enjoy giving PC groups bankers.

*that gives me an idea: a powerful dragon who hires a high level rogue with high levels of Bluff and Perform to pretend to be the banker, and an Illusionist who can excahnge the collected gold with fool's gold...


Once they've developed a good local reputation, a single NPC becomes the first of their "support group", so to speak, investing the wealth adventurers take in, shipping commodities to where they can be sold for greater profit, translate gems and art into raw coin

*sort of an "Adventurer Concierge/Business Manager"? new NPC class...
 



I believe that the tendency of Jews to be moneylenders came from the fact that they were not subject to canon law which, IIRC, prohibited usury (ie lending at interest (possibly above a very minimal amount). If I recall my scriptures correctly, Jews were also prohibited from usury, but only to other Jews, thus they could engage in usury as long as all their clients were gentiles. Not exactly a recipe for good and stable relations between people of different faiths, but immediately advantageous to those directly involved.

aco175 said:
Also, I think banks being started had something to do with the church during the middle ages. Don't quote me on this, but the Christians had problems with the Bible letting you lend money to others for profit, but the Jews did not. Maybe you can tie this in with your campaign, where some religions are able to secure and lend money. They might even be able to protect it better with a golem or two.
 

Money lending was illegal in medieval times to those who obeyed catholic law while being a borrower was just fine. Jews, when allowed to publicly *be* jewish, generally suffered a lot of additional limitations but were not restricted by the Catholic usury laws and to the best of my knowledge had no laws against internal usury. Matter of fact, they were often tolerated by the royalty simply because they *could* perform usury and when allowed to live openly (if still opressed) they did a lot of internal business with each other so there were always a number of wealthy jews to hit up for loans. And what are they going to say? If they refuse the king outlaws their religion and they have to try to outrun the looters.

The Muslim world was far more accepting of the jewish faith and generally did little more than tax them heavier, much as they did to all non-Muslims. For most of the middle ages, the Muslims were very progressive and simply saw the other judeo-christian religions as distant but unenlightened cousins. Barbarians, in other words which they quite honestly were. The muslims had superior medicine, mathematics, sciences, and were a more tolerant people. Of course, they started stagnating in the 17th century and have been trapped there to a large extent ever since. Let's hear it for tradition.

Going farther back in time, the Romans had solid laws on usury that controlled interest rates, lending periods, and provided a sound foundation for an interpersonal lending schema. They didn't have as much covering banks or banking houses I'm guessing because the Romans were a bit more egotistical in some regards and didn't pool resources for long periods of time.

As far as taxes being higher, they were and they weren't. It all depends on the time frame in question. Some eras of Rome had high taxes to support the military, some eras had low taxes (for Rome itself) as it supported itself on the spoils of its military conquests. Additionally, Separating taxes from rents were very hard to do, at least for me. Since the nobility owned the mills, most of the draft animals, the ovens, etc they were charging a usage fee. Much like the black sharecroppers after the US civil war, they paid a lot of fees to a rich(er), landowner class for all kinds of basic services and had contracts that restricted their movements and actions. Not much different from medieval peasants, really.
 

Adventurer: Hey guys we now have 20000000 peices of gold from the Temple of Boogobob what the hell are we going to do with it?

Gold Dragon: Hey dude tell ya what you give me all those coins to look after for you and I'll give you this note saying that I have your 2000000 peices of gold and will cover any debt you incur as long as the claimant has a cheque signed by you.

Adventurer: Awesome dude so whats the catch?

Dragon: No catch, I get me a hoard you get Security thats Golden

Adventurer And what about the 10% we owe the King?

Dragon: Who lil' Jimmy?, lets just say me and his grandpa made a deal *grins*

Adventurer: And noones gonna steal it?

Dragon: Not while I'm sitting on it

Adventurer what about when I die?

Dragon: I'll still be here

Adventurer: Awesome
 

taliesin15 said:
Been looking round the core rulebooks but can't seem to find anything on banks in urban areas (where adventurers might want to stash their loot) and then there's the whole issue of taxes, levies, duties, tolls and so on. I've been house-ruling it the way 1st edition AD&D did it in the DMG, but I was thinking surely WOTC (or someone) might have come up with something better or more realistic, or put together a series of possible scenarios.

This may have already been stated, but -- if you've got a 1st Ed. mind-set, there are two fundamental differences in how 3rd Ed. is usually run:

(1) While 1st Ed. PCs had big piles of loot laying around, 3rd Ed. PCs generally plow all that cash into new magic items. Since they or their associates can fairly easily craft their own magic items in 3rd Ed., this is pretty easy to do and an assumption in how the game is set up (see descriptions of PC & NPC gear tables in DMG). From the DMG: "The gear that NPCs carry serves as the bulk of their treasure", and the same is almost universally assumed for PCs as well. Hence while 1st Ed. had a big demand for banks, not so in 3rd Ed.

(2) The DMG has a "Variant: Upkeep" in Chapter 5 to cover "costs that turn up in daily life", modelled on a simple monthly fee to the PCs. This is very well considered, taken from 1st Ed. experience where dealing with individual tolls & taxes was pretty unwieldy. I use it and recommend it -- but most players consider even this to be an unnecessary mechanic.
 
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great input in this thread dcollins and kligomatzomat!

kligomatzomat wrote
taxes were higher and they weren't

*just one wrinkle to add to your fine accounting of history--in medieval times, during wars, kings tended to raise taxes pretty high (of course wars were often about getting the power to tax even more people, or trade, in the first place)--during the end of 100 years war with France, while Richard II of England was nominally king (he was like 11 or 12 at this time, regents ruled for him), they raised taxes so high it caused a revolt--usually referred to as Wat Tyler's revolt--its a fascinating bit of history which I highly recommend people to take a look at
 

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