Money Changers

I usually use it only if storywise I want to point out differences in two cultures/countries. Like if I am playing up the scarcity of elves using elven coins may draw a reaction.

Same with old hoards and treasure if there is a reason I need to point out an element of history I use it.

Later
 

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Scribble said:
Has anyone here ever used monetary exchange rates between the countries in your campaign? If so thoughts? Notes? How did it work out? Was it just a huge pain in the bazoomy without adding very much flavor?

I have run the gamut on this issue, from totally ignoring exchange to full-fledged economic models of inflation.

In my current campaign I have settled on something that works pretty well for flavor, but doesn't interfere too often.

When a stockpile of specie is found from an old ruin, etc. I assume it is an outdated form of specie. Many NPCs will not accept it and the players have to get it exchanged at a money changer for a fee (2-10% is normal).

Just last session, my players (4th-5th level) came into 125,000 gp unexpectedly (to me, at least*). I gave it to them as a writ of credit. In their then-current location (and where they headed to and will be for a while) there isn't enough cash to cash out on. They would have to accept trade goods (at the bank's discretion). There is also a processing fee if the full amount of the note is not cashed at once. So, they can either accept the hassle of trade goods (sheep; lots and lots of sheep) or take a 10-20% transaction fee to take it out little by little (one of the players did this with some of his portion so that he'd have money for a sacred drug that is available for cheaper where he is and so that he could make a large donation to his faith; they have traveled to the seat of his faith's power).

But for the most part, this change has added a bit of a challenge to the players, added flavor and realism to the campaign, added role-playing opportunities, and delayed the problem of the character's having waaaaaaay too much cash.

*I hate the spiked chain. I hate grappling. My player with a 4th level character absolutely trounced an 8th level fighter who was more heavily armored. Something is wrong with that.
 

Wombat said:
In my current campaign we have three different forms of money (based on the three cultures of the campaign), as well as banking houses, notes of hand, money changing, and all the rest.

Oh, and instead of just keeping track of money on a sheet, we use different forms of washers and poker chips and keep them in small bags -- when you want to buy something, you actually have to hand over the coinage! We've enjoyed it. :)

I really like that idea (the washers, etc.) It would be much easier to keep track of things and really give players a sense of what carrying around 2,000 gp means. Maybe I could use something really cheap like the Romanian leu for extra realism (1 USD:31332 lei).
 
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Use both Money changers/loaners and different value coinage etc IMC.

Money Changers usually charge between 6-12% depending on area and what is being changed out. (Players hate carrying copper for some reason and exchange it every chance they get or donate it to temples and such)

As far as different money system go, I have have writs (IOU's) in one kingdom, electrum in a few places but mostly old treasure, etc. Older heavier coins from ages past. (The party still has a lot of old gold coins, they just don't know what to do with them.)
I also have used coins made of Mithril (very rare) and trade bars of gold and platinum that represent 100 and 1000 gp value.
I even use the barter system in some places, mostly tribes and elven communities. (one player is working on making 50 masterwork arrows and enchanting them to trade to an elven crafter for tapestries with a slight magical trait)

And one in the players favor that they don't really take advantage of; platinum in the parties home land/kingdom is only worth 5 gp not 10. (Platinum is major resource there and very common). They only recently learned they can exchange platinum at a higher rate everywhere else for a fee of course. :D

RD
 

I have. It worked great.

Basically, a gp is a gp, but each kingdom will seek to devalue the currency of another kingdom relative to its own.

FREX: Adventurers show up in Kingdom B with 10gp from Kingdom A. Moneychangers in Kingdom B demand that the currency from the rival kingdom be converted at a rate of 10:9. So, the adventurers give up their 10gp from Kingdom A in exchange for 9gp from Kingdom B. Kingdom B is up 1gp, which they simply remint with their own stamp.

A minor detail, but one that I think adds a nice touch.
 

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