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13

Devil's Advocate Answer: Treat this as a high DC ability/skill check, not an opposed check. For all intents and purposes, it is simply much easier to set DC checks by the handy guide reference (in PHB, p. 174) and then have the party/PCs try to make that check, rather than spend the time and effort to workup NPC skills and then spend more time doing ...


12

I can't say whether this, on its own, will change your players reactions (at the end of the day, gold is just another number on their character sheets). Certainly, I know it wouldn't interest most of mine - They'd just think "Oh, hey, our riches are 90% easier to carry, now," because assuming easy access to money-changers, the only thing you're really ...


11

I'm going to offer a suggestion contradicting one of your requirements, as in my opinion it can still benefit you. Naturally, you may not find it useful after all. Some stories come to an end, others change. Your characters have transcended being adventurers and carved out a place for themselves. Good for them! It is a great example of worldbuilding if you ...


10

Edits to the question since this answer was first posted have made it clear the the asker is using a simulationist approach to managing coins. By this I mean that the number of each specific type of coin is tracked, rather than the aggregate value, that the weight of the coins is taken into account, and being able to exchange currency is dependent upon your ...


8

From a game mechanics point of view it should make no difference. From a role playing point of view it may or may not make a difference. If you seriously want to immerse yourselves in the weird and wonderful ways of real coinage (as opposed to what we use which is coins as monetary tokens) you may be better off by building your own system (or stealing ...


8

Politics most of the time don't involve simply staying in one place. To be a good governor you often have to keep good relations with your neighbors and rising powers, so that you don't end up trampled between one war or another. Due to that, going and throwing balls, feasts and parts are an important aspect of maintaining the land. Court politics on the ...


7

You could easily change the sp-value of a gold piece without changing the prices for gold jewelry or the like. When thinking about a gold piece like we know them from images/movies/books we generally imagine a big coin maybe an 3 centimeters/1 inch in diameter and some millimeters thick... Historic gold pieces however, were often very small and quite thin - ...


7

In fantasy games related to D&D the currency usually follows the 10 cp = 1sp, 10sp = 1gp pattern. I don't know about D&D, but Rolemaster explicitly stated that these are basically convenient conversion values -- and the 1:10 conversion is usually oversimplifying things as well... Personally, I came up with (gold) doubloons worth 100gp. The ...


6

One side-effect of increasing value of single gps may be unintended. The physical size of a pile of gold treasure would be smaller for the same value. There is less visual impact to "riches beyond your wildest dreams", because there is less to see. Or it is all in cheaper metals, lessening the impact. Whether or not this affects your game depends on how ...


5

Yes. That should work. Given that you're tracking the number and weight of individual coin types, then yes this sounds like it will make gold coins more desirable for your players. If I were playing in your game, the main reason for this for me would be the difference in weight. If all you ever find are copper coins, then at some point you simply won't be ...


5

Caravans only exist because going alone is dangerous. Due to the pressures of economics and danger, every person in a caravan is a liability, because they require carrying food, water, and personal effects that take up valuable room that could otherwise be filled with trade goods. Anyone who is an unnecessary liability is a threat to the success (i.e., ...


5

Allow the characters to choose their successors to rule the shire in your stead. This way, the characters are free to go off and do whatever they like, but without completely losing everything they've built up... especially if the folks they appoint are willing to offer them resources/favors/safe haven in return for the position.


3

You should definitely check out http://orbis.stanford.edu/ You can figure travel speeds between real roman places, and come up with an analogue in your world, or just use their travel speeds. And they have a whole section on river travel speeds in the "Building" tab on the introductory popup page. In the "civilian" mode, the most common downriver ...


3

There are two questions here, but they seem to be a bit blended. Let me address them in turn. How do can I let PCs run an organization in a way where their actions and mechanical ability matters? The best system I've seen for this is the Second Edition Exalted 'Creation-Ruling Mandate' system, as described in their source Masters of Jade. In this system, ...


3

Don't model your NPCs like PCs D&D, in all editions, is remarkably bad at modeling people who are not adventurers, but are still skilled in their fields. The normal advancement systems that each edition of D&D uses tie combat skill and non-combat skill together in a way that prevents low-level characters from using skills at a high level of ...


2

The first thing to do is look at the overall objective of how powerful you want the character to be in combat. Worry about their skill later. The noble would likely be a level 1 character at most, so where can he get higher level skills from? The blacksmith may have some experience, due to a lot of training with the gear he uses to ensure it stands up to ...


2

Steal the Pathfinder caravan rules Rather than derive this from first principles, use these Pathfinder caravan rules that include roles from the different kinds of staff you can have. 4e loves minigames, so plug it on in.


2

An influx of wealth into a city, combined with fancy new defenses and fortifications? Sounds like time for some militaristic political intrigue! Two things I think would take off in a town that is pumped up like that. Thieves A new influx of wealth means more people coming to take that wealth. Word can spread in a month about the tiny ship building ...


2

Force the characters into hiding. I'm not that familiar with the details of the Numenoreans, but you do imply that the characters fled from their guild's destruction. Can you have the agents of that destruction come into their shire? Those agents don't necessarily have to be specifically hunting the characters, they just need to have sufficient presence to ...


2

We had a similar problem with a pathfinder game. Some of our characters had simply become so powerful that new players and characters were essentially useless. What we did is settle the characters down to run the area (although not to the same detail as yourselves) and then wonder what to do next. The answer seemed to be to start new characters so the new ...


1

You need motivations to get the magi out of their tower and onto the road; a lure and/or ally who needs assistance. If everything is cozy in their area then you need some reason for them to leave: Something like A council of magi; The Magi are asked for representation (Political story) Lack of spells; the players need new research material to learn new ...



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