Money

Tell me about the economies in your setting, Veeky Forums. What are the laws regarding trade? Do merchants have more sway in the government due to their income? Tax system? Do you take inspiration from rl?

Wow that is some bad art

big rich cities take like 20% more for everything if using anything but their own minted currency (only comes into play at big dwarven cities and this one diamon/spice rich desert city) which is worth 1.1x more than standard coin

You should check out Firebird's version.

It’s Super Mario. You can literally walk over to any hill or plains and find some coins floating around for no reason.
Of course, my players are operating under the employ of one of the richest Koopas in the world, making that a waste of time. They were each promised Scrooge McDuck swimming pools once they find her child.

Erm, my 1 Gold Piece is roughly equal to $1 USD or 1 Euro, or 1 Pound in today's money.
Anything they wanna but I eyeball from there; with lower prices for indemand things like swords and horses and such. IRL, a good sword's about 200-500 Euros, so it's 90-300 GP ingame; a horse goes from 5K to 100K, but ingame it's 1K to 30K GP due to higher demand being met with higher production.
IRL, a shotgun goes 150-500 Eur/$, but ingame, it's 200-400GP, higher minimum because it's not automatic CNC work but lower maximum due to it not being a much demanded item due to how much gunpowder costs ingame (10$ a round really stops guns being mainstream, they have a very different philosophy to our IRL one).

Then, everything of quality gets a double, triple, *6 or *9 or *12 to the price.
A good iron sword is 100GP. A good steel sword is 200GP, Mithril one's 600GP and Adamantium's 1200GP.

I am aware that things are rarely accurately priced in coin, but it's a fantasy setting. Lower classes barter, mid-classes pay coin, and higher classes pay supercoin (platinum coin=500GP). There's guilds, banks, kingdoms, whatever, every gold coin has the same value because I'm not running a history game but a dungeoncrawl. Laws? Fuck that. Merchants guilds? Fuck that my games are really simple. Taxes? I do taxes IRL I don't want them in my kill-dragons-save-damsels game.

For a long time, I've had a "all coins are magical and infinitely stackable into a single coin, that "tells you" how many coins are inside it. To unstack, double tap the coin and the other coins withing spill like water, downwards". These were made by economy wizards, uncounterfittable and perfect same value, and don't take up inventory space.

In a D&D-based setting, there are no gold coins. Currency goes straight from copper and silver coins to weighty bars of silver and gold. Not only that but the possession of golden trade bars is restricted to those wealthy enough to purchase the license. A golden trade bar found in the hands of an unlicensed individual has it confiscated by the state and that individual is fined for a fifth of its value again.

While this was entertaining in theory, it turned out to be infuriating for the players in the actual game. Oops.

Leave my waifu alone!

its a reputation based economy that is entirely digital in nature, with a coming-of-age dowry automatically generated and given to everyone who passes the age of majority. crimes committed as a minor have negative impact towards the dowry, but generally its enough to sustain a person their entire lives should they never get a job and live entirely on welfare.

taxes are based on a person's profession, which has reasonable expectations on their annual income, with multiple tiers in effect but never exceeding 20%.

when a person dies, a portion of their total reputation gets redistributed to the government, a small handling fee for a lawyer, and the rest as dictated by a will or to the closest biological family members.

merchants absolutely do NOT have more sway than the government in this post-scarcity society. trade revolves mostly around exclusivity rights for clothing pattern replication, freshly grown foods instead of reconstituted matter, recipe usage for restaurants and beverages, the recreational drug distribution rights and handmade luxury goods.

Sounds like the birth of a game where the PCs run a smuggling operation to me.

Sounds like fun.

One of the players is interested in overthrowing the regime for the sole purpose of 'replacing these fucking bars with a form of currency that isn't fucking batshit crazy.'

>get into fight with player
>socialism can't work
>spend a week reading up on working socialist country's
>magic classist society
>food, warmth, clothes for everybody
>over production, because magic
>player becomes revolutionary
>Fucking why?
>"Freedom"
Cracks me up to this day. I designed a utopia and this edgy faggot shit on it for reasons.

Nice false-flagging bait, here's your first of many (you)s.

Good on him. Better to die on your feet than live on your knees.

That is really more a magical corporation creating a monopoly on all goods needed for survival by undercutting all traditional producers using magic.

The first generation should be pretty absurd, as every craftsmen and farmer, guardsman, lawyer and teamster becomes unemployed because magic can do their job faster, cheaper and easier then they ever could.

So it's kind of like what automation is going to do now.

I have them carry tally sticks.

17.9% standard income tax.
5.37% average loan interest rate.
180 day refinancing option, then every 180 days after.
Subsidized market for base agriculture products.

There's a few different systems but, a short excerpt on one:

"Aimon gave a basic rundown on the money system in Robalt: the rand, a silver coin, was the principal currency. One rand was worth forty geld. A single geld could buy a meal in most inns, and most people made a few geld a day. It seemed that she'd have carried about a geld's worth of money on her back in her old life. What she'd earned was twenty orrands, the highest end coin, made with gold. A single orrand was worth twenty rands, so in total, Lark's reward amounted to quite a large sum - by the math she had figured up quickly in her head using the relative equivalencies between money in this world and her own, it seemed like it was around half a year's salary for a professional. She could comfortably coast on this reward for months, at the very least."

>I am offended by it so its baaaaad!

Why are people like you even allowed to live? You should have been an abortion.

Depending on which campaign I'm running depends on the economy.

My current works has a massive landscape where one kindom has a tax system of 20% on all purchase goods and 50% on work wages.
I plan to beat the fuck out of my players wallet when they get there.

Until then they will be in a vast kindom with a healthy and simple economy of lumberjacks, farmers, construction workers and common trade of general goods. The bigger cities having entertainment and such. Making most their money from desert csravans from a third "kingdom" and orcs who sell the goods to the Tax kingdom and dwarf kingdom.

Copper will hold a high value for peasants and low lvl players.

>Holy shit dude! Everything cost 20% more here! I can't even afford my arrows!!!
>Noprob.gif fighter found us a job.
>Do difficult and dangerous job.
>Get paid only half of what was owed and in wierd paper not coins.
>Told to go to bank to cash "check" spend money to "cash" it.
>Lost more money than earned because didn't know value of job. Or how they where getting fucked.

It's based on 10th century northern Europe. Gold is too rare and valuable for use in coinage, and too easily debased. Guilder exist, but are treated skeptically and typically assayed for their gold content before being accepted.

Silver is the primary coinage, with each silver Thaler being worth 48 Heller, coins made from a mix of copper and silver so light on the silver they are, effectively, copper coins.

Merchants can be wealthy, but have to pay considerable amounts for the privilege of doing business in towns and passing though noble domains. Many consider the only 'true' wealth to be land, and there is truth to that.

The richest organizations are religious, followed by the nobility.

In realms owned by lords, money is minted and used for trade, though most prefer to use writs for anything requiring gold or heavier metals as 100 coins are actually pretty fucking heavy.

In halmets and villages that might not have a kingdom or realm to create a stable currency, trade houses usually offer writs worth a days worth of food per, though you can trade in multiple writs for services, and other things that the trade house might have a surplus in.

Money is a complete mess, with so many currencies that knowing conversion rates and how to detect doctored or shaved coins is a skill to itself. There are ancient coins that all have different metal mixtures (and aren't always consistent due to poor quality or changed minting methods over time) and sizes, countless modern coins, precious metal goods (jewelry, for the most part) that are practically currency to themselves, and in some places, bills of trade and guarantees of value that are entirely based on the reputation and proximity of the issuing entity.

>While this was entertaining in theory, it turned out to be infuriating for the players in the actual game. Oops.
Yeah, I've always figured that would be the case for any fantasy campaign with remotely realistic period-appropriate currency systems. We're so used to decimal currency, but historical coinage was way less straightforward.

Imperial credits are worth like 5x as much as New Republic creds due to NR being almost junk bond status. but its getting better now that the Hapan Consortium made an alliance.

due to the ongoing war, most industrial activities are dedicated to the war effort; rationing is in effect, and many strategic resources are valuable on the black market. due to the vast number of independent contractors in the Republic, many military goods tend to vanish into the criminal underground. Imperial/Republic freighter seizures has crippled a lot of interplanetary trade.

its basically ww2:
>high taxes
>higher expenditure
>GDP by percent has a lot of war spending
>merchants getting BTFO

>socialism works as long as everyone in a country does exactly what I want them to do!
Good bait, but I think you really need to take it to the next level.

Hang yourself, you sweaty palmed teenager

T A X P O L I C Y

It's relatively simple system. It uses metallic discs called "coins" which represent the amount of a valuable substance held in the treasury of the nation.

[spoiler[Said valuable substance is milk harvested from 'citizens' which look even remotely similar to OP's image.

Noice

Fine, but no double bailouts!