D&D 5E (2014) Player wealth

I've honestly never known a player to want to use a bank in D&D. Seems a bit too dry and simulationist, I guess? We just convert coin to gems when we need to lighten the load. And, of course, real estate, vehicles, servants, etc.

Carrying around large amounts of cash can be dangerous, yes, but that's all part of the fun!
 

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Gems and jewelry have been the usual methods, but in my new campaign I introduced letters of credit that the merchant guild uses. The guild keeps cash at its guild houses in different cities and towns, and issues the letter (for a fee). Can be cashed in at a different guild house (for a fee). They won't have to cash out the full amount, they can get a partial amount and a new letter (for a fee).

The players haven't made use of them other than cashing in one that they found in a bandit hoard. The merchant that it had been issued to had been slain, and the rogue forged the letter so that they could cash it in.
 

One of the reward options is to grant them a title and some land to rule over... That alone is going to take a lot of money from them to get functional and keep running.

What? Unless you get complete uninhabited wilderness land and title generates money. And don't forget all the other perks nobility would give you (unless you gloss over them like many D&D player/DMs).
 

What? Unless you get complete uninhabited wilderness land and title generates money. And don't forget all the other perks nobility would give you (unless you gloss over them like many D&D player/DMs).

The DMG itself hints that parcels of land should be mostly unimproved, and they do come with titles. Basically, the character gets the land and it's the responsibility of the character to maintain and improve it.

I don't know about you, but for me, that would be a perfect way to deal with players having too much wealth! Plus, it comes across as a reward to them.
 


The DMG itself hints that parcels of land should be mostly unimproved, and they do come with titles. Basically, the character gets the land and it's the responsibility of the character to maintain and improve it.

I don't know about you, but for me, that would be a perfect way to deal with players having too much wealth! Plus, it comes across as a reward to them.

Most players are smart enough to realize that this is not a reward and would simply ignore it. Besides even "mostly unimproved" land provides tax.
 


Once upon a time I tried introducing banks. My players tried to rob them. Every adventure derailed into Bank Robbery. I don't do banks unless I am prepared for a bank robbery.
 

Maybe have the players come up with what they want to do with it. Don't plan on telling them what to do with it. Ask them what they want to do with it and see what they come up with. If they just want to carry it around with them and the amount/weight is getting kind of ridiculous, then make sure they know it.

PC: I attack the orc with my sword

DM: Ok what are you going to do with the moneybags you are holding?

PC: Huh? I'm not holding any money bags.

DM: Ok, as you swing your belt breaks due to the massive weight of the money bags strapped to your waist. Is your Fighter wearing underwear?
 

As a player I put my money into excavating a vast subterranean hold where I can securely store it. Then I populate the hold with fierce monsters and cunning traps. Then I leave it untended for long periods of time while I break into other people's subterranean money pits.
 

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