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Making adventurers poorer without affecting overall power
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<blockquote data-quote="Herremann the Wise" data-source="post: 3784626" data-attributes="member: 11300"><p>Hello Asmor,</p><p></p><p>Funnily enough, this is something I was thinking of the other night. I think the answer I came up with at the time may be of interest to you.</p><p></p><p>Basic Premises:</p><p></p><p>- Have the Silver Piece as the primary unit of currency.</p><p>- Have the Copper Piece as the basic unit of currency and make sure that the majority of the population can actually purchase useable things with a couple of "pennies".</p><p>- The gold piece (at least in large quantities 20gp+) is rarely used; the platinum piece is archaic and almost never used.</p><p>- For large transactions, registered promissory notes are used (backed by large merchant houses or perhaps even the crown).</p><p>- Bartering should still be the primary method of exchange of goods</p><p>- People don't have that much coinage (you don't have half the population walking around with a large fluid supply of coinage).</p><p>- As such, if you want to sell an expensive/magical item, it will normally be traded for an item or items of equal worth. People simply don't have the physical funds to produce thousands of gold pieces at one time.</p><p>- Jewels are an arbitrary currency, inconsistent in their appraised worth. Jewels are more commonly traded amongst a cities underbelly who prefer not to use the official (merchant house) channels.</p><p>- Some races (Dwarves for instance) are more likely to have physical sums of coinage than others.</p><p></p><p>The aim with the above is to restrict large physical amounts of coinage. You simply just don't get large sums of coinage in the one place at the one time unless something really strange is going on.</p><p></p><p>However, all of this presumes the following:</p><p>- The land is a rare magic land (as against low or high magic)</p><p>- The campaign style will most likely be fairly grim/gritty</p><p>- The average person (or if you like the "Real" people) has/have little wealth to their names</p><p>- Most people don't wear armor, and those that do, generally can't afford the more expensive types.</p><p></p><p>In addition, the scope of an items worth varies in regards to it's quality:</p><p>- Poor Quality (half or even a quarter or lower than standard value); the majority of items in a population are of poor quality; *poor quality sword might have -1 to hit, less hit points and a reduced hardness</p><p>- Standard Quality (a good serviceable standard a la regular book prices); *standard quality sword is as per book</p><p>- Superior Quality (double, triple or even higher book prices; swords may have improved hardness, armor may have a slightly improved "max dex" etc.); *superior quality sword might have +1 to hit, +1 to damage, or alteratively other minor enhancements such as increased hardness</p><p>- Masterwork Quality (A work of art, at least ten times the regular price; items have significant benefits); *masterwork quality sword might have a +2 to hit, +2 to damage, increased damage dice (d8 to d10) as well as other possible enhancements</p><p>- Legendary Quality (Considered priceless for a variety of reasons: exquisite crafting, history, benefits etc.); *legendary quality sword is pretty much +3 and possibly even above with a raft of enhancements.</p><p></p><p>The aim here is to reduce the scope and reliance upon magic in the setting. Quality of production is the prime factor in an item's worth. Magical items are thus considered above and beyond and priceless in their own right.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 3784626, member: 11300"] Hello Asmor, Funnily enough, this is something I was thinking of the other night. I think the answer I came up with at the time may be of interest to you. Basic Premises: - Have the Silver Piece as the primary unit of currency. - Have the Copper Piece as the basic unit of currency and make sure that the majority of the population can actually purchase useable things with a couple of "pennies". - The gold piece (at least in large quantities 20gp+) is rarely used; the platinum piece is archaic and almost never used. - For large transactions, registered promissory notes are used (backed by large merchant houses or perhaps even the crown). - Bartering should still be the primary method of exchange of goods - People don't have that much coinage (you don't have half the population walking around with a large fluid supply of coinage). - As such, if you want to sell an expensive/magical item, it will normally be traded for an item or items of equal worth. People simply don't have the physical funds to produce thousands of gold pieces at one time. - Jewels are an arbitrary currency, inconsistent in their appraised worth. Jewels are more commonly traded amongst a cities underbelly who prefer not to use the official (merchant house) channels. - Some races (Dwarves for instance) are more likely to have physical sums of coinage than others. The aim with the above is to restrict large physical amounts of coinage. You simply just don't get large sums of coinage in the one place at the one time unless something really strange is going on. However, all of this presumes the following: - The land is a rare magic land (as against low or high magic) - The campaign style will most likely be fairly grim/gritty - The average person (or if you like the "Real" people) has/have little wealth to their names - Most people don't wear armor, and those that do, generally can't afford the more expensive types. In addition, the scope of an items worth varies in regards to it's quality: - Poor Quality (half or even a quarter or lower than standard value); the majority of items in a population are of poor quality; *poor quality sword might have -1 to hit, less hit points and a reduced hardness - Standard Quality (a good serviceable standard a la regular book prices); *standard quality sword is as per book - Superior Quality (double, triple or even higher book prices; swords may have improved hardness, armor may have a slightly improved "max dex" etc.); *superior quality sword might have +1 to hit, +1 to damage, or alteratively other minor enhancements such as increased hardness - Masterwork Quality (A work of art, at least ten times the regular price; items have significant benefits); *masterwork quality sword might have a +2 to hit, +2 to damage, increased damage dice (d8 to d10) as well as other possible enhancements - Legendary Quality (Considered priceless for a variety of reasons: exquisite crafting, history, benefits etc.); *legendary quality sword is pretty much +3 and possibly even above with a raft of enhancements. The aim here is to reduce the scope and reliance upon magic in the setting. Quality of production is the prime factor in an item's worth. Magical items are thus considered above and beyond and priceless in their own right. Best Regards Herremann the Wise [/QUOTE]
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