This is discussion archived from a time before the current discussion method was installed.
Working Title: Wallet Of Holding: From YKTTW
Some Sort Of Troper: If you're aversions section is longer than your examples one, you are definately doing something wrong but in any case we do not list aversions unless it is such a pervasive trope (or perhap just pervasive in one particular media section) that it is truly spectacular that an aversion occurs. The examples section is for, funnily enough, examples so that people can understand the trope. I bring the aversions here because there made be something in an " arbitarily restricted wallet" mechanic.
Aversions
- In The Elder Scrolls: Daggerfall, coins had weight and having a lot of them would be significant burden. You could deposit them at banks in return for letters of credit (read: bills) that weighed next to nothing.
- Castle Of The Winds used the same system. The money doesn't weigh a lot, but it does have a weight. The game also has a bank that will exchange those coins for letters of credit.
- The Legend Of Zelda only ever lets Link carry X hundred rupees (minus zero or one), no matter what varying denominations of rupee he picks up. It seems that all of those giant 200-rupee gems are broken down into single rupees when he adds them to his wallet. After all, he always has exact change.
- Averted even further in Twilight Princess. If you have a ton of rupees and try to pick up one in a treasure chest that would push your current stock beyond the max, the game won't let you take it since it won't fit in your wallet, thus Link puts the money back in the chest.
- But only for rupees that are worth 50 or above. If you pick up, say, a red rupee (20), Link will take it with him even if you only have the space for 10. If you pick up a 50 and it's only 5 or 10 rupees too much, he will take that as well. Maybe he tosses some of the smaller rupees to make room for the big one?
- Super Hydlide for the Genesis was an aversion. Not only that, but it had different denominations of coin, and a magic item that changed coins for you, so if you had just under an even multiple it would weigh a lot, then when it went up, it would weigh less again.
- The World Ends With You makes a Lampshade Hanging of this in the wallets' descriptions: "A wallet that holds precisely 9,999,999 yen-what are the odds!"
- Animal Crossing might also be considered an aversion. While you can still carry a lot of Bells around with you, after a certain point, your wallet begins to overflow and your money will start to occupy space in your inventory. These bags all have more or less the same capacity as your regular wallet, but if you want to carry the maximum amount of money possible (largely in order to buy a few extremely expensive rare items), you'll have to fill up all your Grid Inventory with cash.
- The coins in Super Mario Bros are quite big and made out of gold. Mario can hold up to 100 at a time.
- Ultima VII divides gold into piles of 100 each, a full pile weighing one stone (that is to say, fourteen pounds). In another unusual twist from the norm, gold bars and nuggets, the other way to carry wealth around, weighed exactly the same as processed coin.
- Averted in Retro Mud, where money has weight, and carrying too much will cause you to drop it all in exhaustion.
- Averted in Nethack, of course, where gold has weight - 45 grand weighs the same as a suit of plate mail.
- Like Nethack, Tibia has money as items that have a weight. Not an all that big one, you'll sooner run out of space in your backpack than capacity, if you're not also collecting loot.
- In ADOM, 100 gold pieces weigh one "stone" = 50 grams, and players easily carry several thousand with them in no time. There is a magical item - the "girdle of greed" - specifically designed to counter the weight of gold and act as a wallet of holding. It only completely negates the weight of the character's gold if it is blessed, in which case it enables the player to hold infinite amounts of gold. Should the girdle be cursed by enemy magic at this point... Hilarity Ensues.
- In Earthbound (and the other games in the series), your money goes to an account, ad the "dollar" denomination makes easier to imagine the kids hold bill of big denominations in their wallets.
- BioShock: You cannot ever have more than 500 dollars in your wallet. If you try to pick up more, the game flat out tells you that "your wallet is full". And for some reason, the money counter still has 4 digits.
- In the original Diablo, the gold was physical and one pile occupied one inventory cell. One pile was limited by 5,000. It created different amusing and irritating paradoxes, for example, there were items so expensive that in order to buy them you needed an almost full of gold inventory, but even then the game refused to sell the item, as you didn't have enough free space due to all this gold.
- An amulet in the expansion increased the limit to 10,000 while it was equipped. For fun effect, fill your inventory with gold and other stuff, then unequip the amulet and watch gold burst from your pockets!
- In Diablo II, this is further averted by allowing you to carry a certain amount of gold on your person, with room for much more gold in your "stash" back in town. Every visit to town is accompanied by a visit to the stash to unload your pockets. Furthermore, if there isn't enough money in your pockets to buy an item you want, the rest of the cost will be instantly deducted from your stash.
- Return to Krondor's coins had weight, and could add up significantly if a lot of treasure was found. Shopping alleviated the problem because shopkeepers would often give you your change in the form of valuable and much lighter gems.
- Dungeons And Dragons has a rule, often ignored by players, that 50 coins weigh 1 pound.
- Considering how the rarely used platinum coins (= 10 gold coins) are the highest form of currency in 3rd edition while high-end items can easily cost 200 grand, it's clear why this is getting thoroughly ignored. Otherwise, buying those items would require two tons of money... The whole thing was mitigated a little by the inclusion of art objects and gemstones - essentially the paper money of the system.
- Of course, one the reason why the rule was ignored was that most players had actual bags of holding to use as wallets...
- Eberron, the newest setting, has introduced numerous modern concepts like banking into the game. The Dwarves of House Kundarak have a complex semi-modern banking system (on about the level of the Knights Templar) that enables you to carry money in the form of letters of credit. This itself made possible by the fact that the Gnomes of House Sivis have unfakeable magic seals of authenticity, due to the Mark of Scribing.
- 4th edition has done away with money weight and added astral diamonds as a final stage of currency worth 10000 gold pieces.
- In 4th Edition Eberron, House Kundarak sells a chest that automatically turns spare change into the largest denomination possible, and vice versa.
- Considering how the rarely used platinum coins (= 10 gold coins) are the highest form of currency in 3rd edition while high-end items can easily cost 200 grand, it's clear why this is getting thoroughly ignored. Otherwise, buying those items would require two tons of money... The whole thing was mitigated a little by the inclusion of art objects and gemstones - essentially the paper money of the system.
- In Deus Ex and Deus Ex 2 you find credit cards in place of money but all the character's cash is carried electronically.
- Similarly, Beyond Good And Evil exclusively used electronic cash.
- In Everquest money had weight to it and could lead to encumbrance. Too much money would immobilize you without serious movement enhancement spells. This made looting rather tedious if there were a lot of nearly worthless copper or silver pieces. Also a popular method for griefers.
- This was changed when they introduced NPC mercenaries you could hire. Since the wages were removed from your money on hand every 15 minutes real time, you had to carry a lot, rather than leave it in the bank. So they made coins weightless. Since anything in that world could be A Wizard Did It, they didn't have to create an in-game reason for the change.
- Averted in Lone Wolf, where the limit for carrying gold coins around is 50. (There are other currencies as well, but the rule is that you can only carry 50 crowns worth of coin regardless as to whether it's in gold, silver, jade, linen or iron.)
Close Aversions
Do NOT put them back.