Home > Suggestions

A Sanctuary mint

I am wondering, since we constantly have a magically appearing source of limitless gold in the underdark, wouldn't it make more since if quest givers in Sanctuary gave a "mint" That is only made in sanctuary and can be traded for 10, 20, 30, gold coins depending on the current coin value. You have to be trading these coins in at a specific locale, so this could be considered quest items such as the Animatron parts, when questing.

I think it's much better than having gold coins which are so common they are in reality worthless.

why waste a rare and valuable thing like a forge to make money when you can make weapons to kill drow or your fellow sanctuarian?

I can see some validity to this, at least while questing. Your spoils would have an actual weight you had to carry, at least until you exchanged them (I've always had issues with characters able to carry thousands of coins around in their belt pouches, meh).

Apart from that aspect, would it really add any more to the setting and justify work on our already stretched DM's to set it up? And splitting them amongst party members might be an issue too (though that might be interesting!)

Having the coins actually weight something might opens the way jewelers, money changers, bankers, gang racket and debt enforcers, etc. Could be fun, though some of these are already IG.

The suggestion has some merit, but I don't honestly see us implementing it. Not me, anyway. I hate needless micromanagement with a vengeance. Besides, it's not going to do anything to change Sanctuary economics, just flood your inventory.

This could lead to serious criminal actvities such as counterfeiting and so on, Destroying Sanctuary by destroying it's economics, It should be awesome.

Well in PNP 50 gold coins or copper, silver or platinum weigh 1lb so i would think it would be quite interesting for sanctuary to have it's on trade bars and it would give the watch something to do apart from chasig murderers... breaking up Counterfitting rings etc. sounds good to me.

Some thoughts: - The last version that i checked of the HRC ruleset included some "bag of gold" scripts. For every ~500 gp, the character gets automatically a bag of gold weighting 25 lbs. -Banks could issue letters of credit for specific values, to be exchanged by hard cash, for a fee. -Anything related to counterfeiting, rackets and other nefarious economic plans should NOT be scripted, but DM-assisted. -I don't know about other characters, but mine very rarely have more than 100 gp in their purse. I spend everything in supplies, donations to several faction bowls, or buying cool but useless things.

TurtlePod Some thoughts: - The last version that i checked of the HRC ruleset included some "bag of gold" scripts. For every ~500 gp, the character gets automatically a bag of gold weighting 25 lbs. -Banks could issue letters of credit for specific values, to be exchanged by hard cash, for a fee. -Anything related to counterfeiting, rackets and other nefarious economic plans should NOT be scripted, but DM-assisted. -I don't know about other characters, but mine very rarely have more than 100 gp in their purse. I spend everything in supplies, donations to several faction bowls, or buying cool but useless things.

Hmm, some of these aren't bad ideas at all. Two concerns: What Snotty said about micromanagement is a big one. The other is this whole "banking with fees" thing.

Banks do not typically charge for their services. I've never really understood why in NWN all banks do, and at rediculous cost. 10% of what you put in is a LOT of gold. 2%-4% I might understand a bit more. Banks should make their money by using YOUR money to invest either as loans or as business investments. I'm no expert on archaic banking methods or anything, but I'm just saying that it seems silly to pay someone to use your gold until you want it back.

Just a little h8 for the system I needed vent out.

I guess its because its a simple system, and I doubt there is much need to expand it further.

I like the idea of a certain amount of gold being transformed into an actual bag of gold and producing weight. This here would actually encourage players to use banking more than even now. Especially for those merchants out there that may be carrying 5k of coins on them.

And, maybe, just maybe, when a player reaches 1000 coins then the 500 money bag is turned into an even bigger bag and more weight. Increasing in steps to further burden the player that insist on carrying large amounts of gold.

500 coins = small sack of coins (25lbs) 1000 coins = large sack of coins (50lbs)

Who knows, maybe even be able to purchase your own Coin Purse to reduce some of the weight! Weeee

I don't know how tough the scripting would be so I am aware that it is totally up to the DMs and this is merely wishful thinking.

I think that this would just end up being annoying micromanagement.

Its so high to promote PC banking.

We need more PC bank characters.

Preferably in the form of half-crazed Gnomes.

Edit: Er, this was to Garem's comment

Suggestion has merit, although I'd say it should be pursued through IC means before making anyone go through any scripting of thingies.

I think that this would just end up being annoying micromanagement.

It's a good thing we scripters are so lazy, or you may actually get all this stuff you're asking for but don't even want. <.<

Yeah, shouldn't banks have like, interest rates that gives me more money eventually?

Thats assuming they have something invest in- that will assuredly return a greater profit. Which we don't.

I completely agree that any implementation of all the above would increase micromanagement. At this point, for me, it's not desirable.

About banking in EfU, we don't have "real" banks. There are two institutions, money deposits, that charge characters a fee for storing their money. Imagine if you want a wharehouse, but the managers are a bit odd on the head and they would store for you only coins. In order to be real banks, they would invest your money in a variety of enterprises that we can assume exist, but the majority of characters can't affect (unless by DM plot): property buying, land/sea commerce, industry investments, etc. More important, offering credit to BIG customers like governments is one of the main business of banks. In EfU, DM factions unrealistically don't need money at all. Also, a real bank would be able to guarantee its liquidity (that you can count the money will not disappear overnight) via several possible mechanisms, like stock market shares, financial watchdogs or government regulations.

Long time ago I toyed with the idea of playing a money-lender character, but I abandoned it for several reasons: -The difficulty of making money move and grow, as detailed above. -The lack of trust from other characters. Certainly I could win the trust of a small group of PCs, but not enough to maintain liquidity. I also doubt very much that the DMs would send in money from Norma, the Spellguard or the noble houses. -The lack of secure storage for the money.

And this last point makes me feel a total lack of confidence on the so called "merchant" characters and their initiatives for the Canal Ward commerce. If you can't store safely your wares (like all NPCs in their Merchant scripts) you are a simple peddler of secon-hand items.

I see it as a payment to protect your gold from thieves.