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Shaving coins
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<blockquote data-quote="Iron Sheep" data-source="post: 1866376" data-attributes="member: 4965"><p>I'd second this recommendation, but it is a massive undertaking to read the complete series.</p><p></p><p>From the game point of view, you need to do a little world building to work out how money works in your game.</p><p></p><p>If counterfeiting is easy and common, then merchants will be very suspicious of all coins (particularly those old coins that adventurers keep on finding in ancient dungeons), and what will really matter is how much precious metal the merchant thinks is actually in the coin, rather than what the coin claims to be. Some coins may have more intrinsic value because they are known to have been well-made or are hard to counterfeit. Coins may commonly be broken into parts to pay fractional amounts of the worth.</p><p></p><p>With a more advanced society, coins will have things like milled edges to prevent shaving; hard to copy designs, and precisely known weights with certain tolerances. High magic can add to this things like magical merchants scales which can detect lead slugs or other counterfeits, or arcane agents of the king (or perhaps priests of a god of commerce) who specifically use divinations and similar spells to track down those who would debase the currency.</p><p></p><p>From a game mechanics standpoint, I would suggest that Forgery is probably the most appropriate skill, unless you want to introduce a new Craft (coinsmith) or Profession (counterfeiter) skill. Shaving the coins so that they do not appear to be shaved is probably a Forgery check. If the character is going to take the gold dust and turn it into new coins, they would need to make another Forgery check to make the moulds for the new coins, and probably use an appropriate Craft skill (and a workshop) to actually produce the coins. When passing the coins, perhaps a Spot, Search or Sense Motive check against the Forgery check might be made for a merchant to notice the shaving or forgery. Set the DCs as you feel appropriate for the way you want money to work in your game.</p><p></p><p>Corran</p></blockquote><p></p>
[QUOTE="Iron Sheep, post: 1866376, member: 4965"] I'd second this recommendation, but it is a massive undertaking to read the complete series. From the game point of view, you need to do a little world building to work out how money works in your game. If counterfeiting is easy and common, then merchants will be very suspicious of all coins (particularly those old coins that adventurers keep on finding in ancient dungeons), and what will really matter is how much precious metal the merchant thinks is actually in the coin, rather than what the coin claims to be. Some coins may have more intrinsic value because they are known to have been well-made or are hard to counterfeit. Coins may commonly be broken into parts to pay fractional amounts of the worth. With a more advanced society, coins will have things like milled edges to prevent shaving; hard to copy designs, and precisely known weights with certain tolerances. High magic can add to this things like magical merchants scales which can detect lead slugs or other counterfeits, or arcane agents of the king (or perhaps priests of a god of commerce) who specifically use divinations and similar spells to track down those who would debase the currency. From a game mechanics standpoint, I would suggest that Forgery is probably the most appropriate skill, unless you want to introduce a new Craft (coinsmith) or Profession (counterfeiter) skill. Shaving the coins so that they do not appear to be shaved is probably a Forgery check. If the character is going to take the gold dust and turn it into new coins, they would need to make another Forgery check to make the moulds for the new coins, and probably use an appropriate Craft skill (and a workshop) to actually produce the coins. When passing the coins, perhaps a Spot, Search or Sense Motive check against the Forgery check might be made for a merchant to notice the shaving or forgery. Set the DCs as you feel appropriate for the way you want money to work in your game. Corran [/QUOTE]
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