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*Pathfinder & Starfinder
Sensible Economics? Sort of.
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<blockquote data-quote="RyvenCedrylle" data-source="post: 5087932" data-attributes="member: 66726"><p>I'm preparing to start a new campaign in a setting where currency isn't common in most of the realm. Goods and services and achieved primarily by bartering in the world we'll be playing. The lack of currency is a significant issue for standard D&D, however, as the PCs are expected to be toting around exorbitant quantities of wealth. How am I to take away 90-some percent of the PC's gold and still maintain system integrity?</p><p></p><p>When I came up with the answer, I facepalmed. Why didn't i think of this before? Maybe some of you have, and I'm just slow. Anyway, my solution - <u>gold pieces are hit points.</u></p><p></p><p>What I mean by that is that in the same we abstract life through HP, why not abstract wealth through gold pieces? I have given my PCs a "bank", a sort of virtual storehouse where most of their "found gold" is kept. For every 100 gp they should get at their level, they might actually find 5 gp to keep on their person; the rest of it goes into the "bank." The bank then represents everything the characters get for being heroes. The town they just saved wants to give them free room and board for a week? The cost comes out of the bank. The heroes are going to get some henchmen or resources from a wealthy sponsor to complete their mission? Bank. The PCs gather up all the weapons left over from the dead goblins and try to use them to barter for supplies? More bank. Fame, reputation, luck, favor - all these factors now neatly quantified in gold pieces and I don't have to explain why you could buy a small kingdom for the cost of a Lv 17 magic sword. You only really need 150 gp.. plus a really big bank for the shopkeep to have one and trust you enough to sell it. I think it also nicely cleans up the 20% resale problem once all these other factors can be lumped in with pure currency.</p><p></p><p>Admittedly, this might not impress any one else; it could be just me. There's really no mechanical change to the system. It's pure flavor and so I suppose not some major innovation in game design. It just solves a heckuva lot of problems in my game and so I present it here for your consideration.</p></blockquote><p></p>
[QUOTE="RyvenCedrylle, post: 5087932, member: 66726"] I'm preparing to start a new campaign in a setting where currency isn't common in most of the realm. Goods and services and achieved primarily by bartering in the world we'll be playing. The lack of currency is a significant issue for standard D&D, however, as the PCs are expected to be toting around exorbitant quantities of wealth. How am I to take away 90-some percent of the PC's gold and still maintain system integrity? When I came up with the answer, I facepalmed. Why didn't i think of this before? Maybe some of you have, and I'm just slow. Anyway, my solution - [U]gold pieces are hit points.[/U] What I mean by that is that in the same we abstract life through HP, why not abstract wealth through gold pieces? I have given my PCs a "bank", a sort of virtual storehouse where most of their "found gold" is kept. For every 100 gp they should get at their level, they might actually find 5 gp to keep on their person; the rest of it goes into the "bank." The bank then represents everything the characters get for being heroes. The town they just saved wants to give them free room and board for a week? The cost comes out of the bank. The heroes are going to get some henchmen or resources from a wealthy sponsor to complete their mission? Bank. The PCs gather up all the weapons left over from the dead goblins and try to use them to barter for supplies? More bank. Fame, reputation, luck, favor - all these factors now neatly quantified in gold pieces and I don't have to explain why you could buy a small kingdom for the cost of a Lv 17 magic sword. You only really need 150 gp.. plus a really big bank for the shopkeep to have one and trust you enough to sell it. I think it also nicely cleans up the 20% resale problem once all these other factors can be lumped in with pure currency. Admittedly, this might not impress any one else; it could be just me. There's really no mechanical change to the system. It's pure flavor and so I suppose not some major innovation in game design. It just solves a heckuva lot of problems in my game and so I present it here for your consideration. [/QUOTE]
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