Twiggly the Gnome
Legend
I really liked the BECMI D&D idea of the "gold piece" being a unit of weight.
Irda Ranger said:Throughout the centuries a few less than honorable souls have tried to alter the weights and measures that came into their possession. These attempts always resulted in the death of the forger. Although no magic can be detected on their adamantine surface, it is suspected that the cruel and ancient masters of Bhael Turath enacted a great and lasting curse on each weight forged, one that would ensure the correct accounting of their currency through the end of the last Age of the world.
Oh, aye -- I just meant that the reason it's dealt with on the shiny disc level at all is because of the implied vouch-for-its-weight. Otherwise each transaction MUST be done with scales; the representative money thing lets you do transactions on faith, occasionally.WyzardWhately said:To be fair, they punished all KINDS of stuff with death back in the day.
The best reason to use "real" gold is that it's reliable. Problems of time and distance arise if you want to sail across the sea or last centuries. Empires fall, and your name might be worth nothing on the other side of the world. Real gold is forever and everywhere. Representative money only works as far as your influence extends.
Lackhand said:Oh, aye -- I just meant that the reason it's dealt with on the shiny disc level at all is because of the implied vouch-for-its-weight. Otherwise each transaction MUST be done with scales; the representative money thing lets you do transactions on faith, occasionally.
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ZombieRoboNinja said:One real-world issue (that's come up in at least one campaign for me) is that if the "points of light" are too isolated, the values of various precious metals might vary. (For example, the dwarven city next to a huge gold mine might not value it as highly as an area with no local gold resources.) The easiest way to "fix" this in a PoL game is to assume that there are at least a few mid-level wizards out there making their living teleporting around (or flying, or riding, depending on the setting) trading currency to keep things more or less in equilibrium.
You don't need wizards teleporting around to do FOR/EX arbitrage. Merchants in the ordinary course of trade will perform the exact same function, if only a bit slower. Your Dwarven Keep will probably pay for all of its imported goods in specie, making them spectacularly wealthy for a while, but it will also cause inflationary pressures in nearby human lands, eventually lowering the value of gold everywhere.ZombieRoboNinja said:One real-world issue (that's come up in at least one campaign for me) is that if the "points of light" are too isolated, the values of various precious metals might vary. (For example, the dwarven city next to a huge gold mine might not value it as highly as an area with no local gold resources.) The easiest way to "fix" this in a PoL game is to assume that there are at least a few mid-level wizards out there making their living teleporting around (or flying, or riding, depending on the setting) trading currency to keep things more or less in equilibrium.