Human Shield said:
Would coinage of different values ever be usable within a RPG? Or would putting decimal places on your gold counter work?
How valuable should moderate condition swords be? If making several trips profits the player enough gold they would end up trying to stuff as many as they can into their bag.
Should merchants be blank people that turn items into gold? Should even a junk dealer turn down your 15th sword if he has enough already. Could a dynamic economy ever work? Should the player end up walking around with more gold then 3 kingdoms combined? The player ends up turning down a king's random because he is carrying twice as much.
When coins were actually made of precious material, like silver, people used to sometimes cut them into halves or quarters to create smaller denominations. So I suppose fractional gold pieces is possible. Of course, you could just say that the fractions are lower value coins, such as bronze.
A moderate condition sword would be worth quite a bit to a peasant levy or town militia. However, to a weaponsmith who makes swords it wouldn't be worth that much because she has better swords in stock. This is probably easier to explain with numbers: Say a brand new sword cost 10 gold. Well, 10 gold is a crap load of money to most people, which is why only knights and other nobles have good swords. A peasant levy could never afford it. By comparison, a moderate condition sword might be worth 2 gold. That is still a lot of money to a peasant, but to a mercenary or a merchant it might be within their budget. No knight or noble would buy a moderate condition sword rather than a new sword, so there is no point asking for, say, 5 gold. Now, if the weaponsmith expects to sell the moderate condition sword for 2 gold, she is probably not going to pay more than a gold to buy it off some adventurer.
Another thing to keep in mind is that people tend to charge what they can get away with. If an adventurer appeared to be loaded with cash then the new sword might be 15 gold for them.
Used weapons would still be worth a lot of money to most people, but not to an adventurer who expects to find or buy magical items. So a brave peasant might follow the adventurer round picking up the swords, but it is doubtful they would be worth enough for the adventurer to bother with. Besides, the adventurer's ability to perform physical actions would be heavily restricted if he were carrying half a dozen old swords.
It is worth remembering that the value of an item to a merchant would be directly related to it's resale value. A merchant might buy one used sword because he thinks he can sell it to some mercenary who wanders by. However, he is unlikely to pay much for a whole cart full of swords, unless he thought he could make a deal selling them to the local lord for equipping guards and levvies. At the other end of the scale, a merchant would be reluctant to buy a fantastic magical item unless he thought he could find someone who would buy it for more. Yes, that Crystal Orb might be worth 150,000 gold, but good luck finding someone who would pay even a fraction of that for it.
IMO one of the signs of good game design, whether it is a PnP RPG or a CRPG or an action adventure or whatever, is that the player never has more money than he/she knows what to do with. I dislike Morrowind because there is nothing much to spend money on, whereas I really liked Daggerfall because you could always blow your money on a new ship or a house. One problem with economies in many games is that the designers do not build in much by way of "adventuring expenses". Usually, equipment never needs repairing and items that are used up, such as potions, arrows, food, scrolls are frequently found and, therefore, rarely need to be bought. I would much rather see a game where you have to pay to have your weapon and armor repaired, and the cost is based on the value of the items. This sounds like an annoyance, but in many games where there isn't really any strong roleplaying or story elements (and there are many such games), the desire to acquire wealth and buy bigger and bigger items is one thing that keeps people playing. Once you have more gold than the king and nothing to spend it on, there is not really any incentive to keep going.