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<blockquote data-quote="reanjr" data-source="post: 1850787" data-attributes="member: 20740"><p>I have run the gamut on this issue, from totally ignoring exchange to full-fledged economic models of inflation.</p><p></p><p>In my current campaign I have settled on something that works pretty well for flavor, but doesn't interfere too often.</p><p></p><p>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 I assume it is an outdated form of specie.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).</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>*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.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1850787, member: 20740"] 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 I assume it is an outdated form of specie.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. [/QUOTE]
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