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PDF Editor FAQ

What was it like to go to the bank in the 70s when there were no computers? Would you have to bring your paycheck in person?

ATMs came out in the 70s so we could deposit the checks that way. You had to fill out a deposit slip because the technology to read the checks wasn’t available at the time.As another person state, tellers would get to know customers. I was in high school in the late 70s and I went to the bank for my own and for my parents’ business. There were several tellers who recognized me. Now, when I walk into a branch, I’m a nobody until I pull out my debit card that is a different color and indicates me as a customer with a lot of money (IRA accounts) at the bank. Sometimes I prefer the old way.

How does the economy of D&D work?

Ah, this is one of those things about D&D that can add a great deal of complexity to your world-building details. It’s a detail that players will not thank you for if you attempt to get too realistic and enforce an economy by the rules and the subsequent consequences. I’ll do a few examples, and there are many others for this question already.How does the economy of D&D function?It’s magic, baby.The only real system in the game that player characters concern themselves with is coinage or a thing’s value in pieces of gold. You have precious metals that are assigned an arbitrary value relative to gold. There’s some lip service in the base rules about unusual coinage being treated suspiciously (platinum coins, the ever-confusing electrum coin) but it’s generally ignored by players. The notation for each is: cp for copper piece / sp for silver piece / ep for electrum piece / gp for gold piece / and pp for platinum piece. Precious and semi-precious gemstones are notated by value in gp, typically because it's assumed they’re in a worked or final form, but not necessarily ‘set’ or placed into anything else. Jewelry and works of art are also measured in gp value.There you go, that’s it, right? Well, yes and no. Even with magical items that can hold enough stuff to fill a room, the actual economy of most towns, cities and major metropolises is less about the physical exchange of coinage than it is about trade goods, trade bars (metals, and not just precious metals but any that are rare or useful to make other things), letters of credit, livestock, and land. There are other more ephemeral things like trade rights and other writs of marque that allow for everything from ‘you can operate your shop here’ to ‘this is your total monopoly on [important trade or commodity] within my nation’ signed by a head of state.A Bard walks into a bar with 15 goats… “What’s a half-elf gotta do to trade goats for grog around here, eh?”Most players aren’t going to be too keen on you when the hoard of that mighty adult dragon is made up of 10,000 bushels each of wheat & corn, a letter of credit at a bank dated 300 years ago… from a nation that was defeated a century ago by the nation you are in currently, 450 unalloyed iron & zinc trade bars weighing 10kg each, the title to an estate just outside of town that includes water and rights to collect a toll on the bridge (and the obligation to maintain said bridge), grandma’s coin purse with 50sp, 50pp (and a sticky mint candy; it’s magical!) Don’t forget those rough uncut semi-precious gems from the party’s Wand of Wonder roll that pelted the Cleric… and almost killed her.That’s very not Smaug.Back in How to Train a Dragon school, all of the other dragons must have picked on him because of his smart business sense and that keen eye for commodities markets. All of the popular dragons were always on about how they couldn’t wait to roll around on their own mountains of coins! I’m sure that dragon you just defeated used to protest about how they could ‘just wait until the halfling shows up with his invisibility ring! then you’re dead!’ It… didn’t help him much in school when he read The Hobbit... Still, that dragon had decent business acumen! Not sure he was any good at commodities though… that wheat and corn are… musty.Instead, we are left with source material that spells out wheelbarrow-equivalent quantities of coinage from various lands. If you’re lucky, perhaps some of them can be forged (hey, maybe that dragon could help… oh… right, we killed him) into large trade bars in the 5-to-10-pound range. Be careful, though; melting coins into trade bars raises other issues that the miserly Dwarf at the town shop is going to ask you about; the origin and the purity of the metal, the stamp from the forge, etc. It might feel like he’s just trying to screw you out of the full price for the gold, and you’re right.It’s true. NPCs should be working on their own behalf. That is unless you’re paying them to handle these transactions for you.Uh, excuse me, ma’am? We don’t accept corpses as currency… even if they’re covered in dragon scales. Take that… thing… somewhere else and have it properly butchered and tanned. Until then, have a nice day.One thing I’ve done in my campaigns as characters approach 4th level is this: The story bends the party toward a cosmopolitan, major metropolitan city (Waterdeep, Greyhawk; whatever applies in your setting) and after whatever adventures, they set themselves up in a manner that allows them to participate in a system that can digest the ever-greater amounts of money they’re going to pump into the system.This can be as easy as hiring someone to handle it for them. Hiring a factotum specifically for this purpose is the most common option I steer my parties toward; it is not a requirement but it does help keep most of the detail off-camera for the campaign. I tuned the mannerisms of my NPCs to feel that it’s reasonable to charge 10% for this, but your mileage may vary. The NPC should start negotiations higher than 10% (or whatever your target for this is in your campaign), but it is a lot of work for your NPC back in town to keep the accounts. You’re also (ideally) paying for trustworthiness and an enforceable system that manages with as little graft and loss as feasible.I introduce guilds and professional organizations that govern the profession of factotum and that handle stuff like this for adventurers and explorers. It’s a short hop from there to develop adventures around the problems these guilds may have that could threaten the character’s money or expand into situations that threaten the financial stability of guilds and professional organizations, wealthy merchants, ship owners, lords exchanging the fruits of their lands for other value, etc. These adventures tune well to the 4th-7th level of play; higher-level characters can rarely be bothered with such details.There’s a lot of story opportunity there, but don’t yank too hard on the anxiety of a player character being separated from their money. Then you’ll have to set up adventures about it after all as they’ll force the issue because few things in the world are as covetous as adventurers are about their wealth.You determine if guilds and professional organizations issue letters of credit for transactions over 500gp or 5000gp; set whatever threshold you wish to set. These letters of credit are recognized by chartered, legitimate merchants and vendors that operate within the guild and professional organization system. They are not recognized by small local markets, black markets, and criminal syndicates… but black markets and criminal syndicates place value on these letters of credit as they allow for the laundering of money from their ill-gotten gains. These letters of credit may be recognized by the gentry and ennobled property owners, but local lords and the nobility are within their rights to assign a different value as well. They may not transfer 1:1 between nation-states, but they probably work across the various political divisions within the same nation.You set the rules however you want. Maybe the Drow finally got the world to agree to their BlockWeb conspiracy, and all money is now transferrable (between already wealthy people with access to magic items and an account with IllithidLink, your premier connection to the UnderWeb). Feudal systems didn’t really work like this but who cares, it’s D&D! Do what works; don’t eschew systems but don’t overdo them at the cost of crippling the game.It’s adventurification, I tell you! Soon we will all be priced out of the slums and shantytowns and then where do we go?The transfer of wealth in D&D is meant to be mostly off-camera and mostly not character affecting. There are some limitations that you can’t ignore if you’re trying to retain some suspension of disbelief in your campaign. I’ll make up an example town:Welcome to Two TreesTwo Trees has a population of about 1800 souls. It’s lightly racially mixed as it sits at a heavily traveled crossroads. Two Trees sits at the edge of a large forest with an elven population, it is in sight of a mountain range where there is a community of dwarves, and halfling communities dot the foothills between. While it’s not going to cause too much of a ruckus if a half-elf, half-orc, or even a genasi or tiefling come through, the locals do get quiet around odd races (this should be aligned to the racial mix of your campaign). The population is generally made up of the agricultural class (indentured or free men) that work the land and yeomen that hunt and trap or provide other services. There’s a small middle class (in livery) of merchants and artisans, a handful of whom are non-human. A single titled family lives in a lightly fortified shell keep built atop a knoll with the best view of the area. There are less than half a dozen members of this family and perhaps three times that many servants and a garrison of a dozen permanent men at arms.The titled family appoints a mayor (or ennobled a hereditary line) that handles the affairs of Two Trees for them. This includes toll collection, tax collection; guild and professional organization licensing should follow a system used within the nation-state so it’s consistent throughout the adventure. The mayor is the arbiter of low justice and lives a good life in the estate house outside of town where the orchards and vines are so well attended. The titled family collects its due seasonally unless there are special levies needed by the order of their lord or some other authority.Two Trees maintains a small militia garrison with a rotating population of 15–25 (20+/-1d10 where 1–5 subtracts and 6–10 adds to the total) with the head of the garrison acting as town constable. The constable is the ‘second man’ in the town and can press his militiamen into a constabulary (posse comitatus) force if needed. The garrison has 2 holding cells that can accommodate 4 prisoners (ooh, bunk beds!) and a stockade out front to handle debtor issues. The weekly administration of low justice is handled here by the mayor, constable, or their designated representative.Two Trees boasts three alehouse/taverns along the main area of the town where the roads cross, two of them humble but fair purveyors of decent fare; the third is dodgier and likely to be more interesting if you’re into vermin-filled spaces. The two nicer of these offer lodging (up to 1gp quality) and other has a flophouse and common area where floor space is available… possibly near the fire if you slip a few extra cp into the right hand. There is a boarding house in town that seems nice enough from the outside; this is likely to serve travelers and adventurers that pass through the crossroads. There are about a dozen shops where various artisans press their craft and goods, and an open marketplace is adjacent to the main road where locals sell and trade with each other.There is a single temple to the god of [something popular or the patron deity of the nation if one exists], and this temple is the only stone structure in town. Two Trees also boasts two shrines, one on a slope next to the town graveyard dedicated to [god that eases the passing of the living] and another at the intersection of the crossroads to the [god of travelers, commerce, wanderers; you choose]. The temple abbot could provide up to 2nd level healing, but he is tired of adventurers and no, he does not sell holy water. His alms box is always empty though and he’ll bend your ear about that for sure. No one seems to attend to the shrine at the graveyard even though it looks well attended and locals will tell you it’s new. The shrine at the crossroads is attended to by a gregarious adherent to the [god of travelers or wanderers or whatever] and he’s quick to tell you that the shrine supports two platforms for public cryers and several areas where notices can be posted. The well and fountain at the shrine are said to provide blessings for those that make their wish with a valuable coin. He’ll tell you about that too with a wink and a ‘go ahead, make a wish!’ Persuasion check.Two Trees?! More like Ten Paragraphs.So an example party of 8th level-ish adventurers has returned from [local trouble spot] and are in town. There are five of them and they all look much worse for the wear. They’ve not had their long rest yet so they’re a very crabby bunch; adventurers hate when they don’t get their nappy time. Between them, they have 15,000gp equivalent value of loot from their hard-won victory over [local trouble spot’s problems]. The absolute worst-case scenario here is showing up with, gods forbid, 15,000 actual coins that the party is going to expect to dump on the local economy. This is going to create the absolute worst inflation you can imagine. Locals will be priced out of nearly everything if something like this is happening all the time; realistically, a single time will do it.How now, brown cow? I have 150 of you and I don’t know what to do with you!What’s the way forward then?No, dumping that metaphorical wheelbarrow of gold into the fountain isn’t going to get you a Wish. You’ll probably just break the damn fountain and that’s going to be a whole thing because it’s the best source of freshwater and all of the businesses and artisans along the road use it. Because Two Trees is at a crossroads and not exceptionally far from all the things I mentioned, it’s somewhat more cosmopolitan than some tiny hamlet along a mountain path or even another town of comparable size. You could find all of the basic gear mentioned in the PHB, at cost if you negotiate well enough, but quantities are limited. You could probably find mounts for up to half a dozen people, fresh tack, feed. You could acquire maybe 80–100 days total rations. If you have basic gear that’s broken, it could be repaired if you’re willing to wait in line behind the other local’s currently placed orders.Up Schitt’s Creek without a paddleTwo Trees exists because it makes sense to have it there. Crossroads are always interesting places and it is somewhat centrally located between all the local powers. Two Trees is also known for its wine and the locals produce a kind of cheese that’s popular [in nearby major metropolis] and much, much more honey than you’d expect. For a sense of scale, you could buy the charter to the town for likely 10,000gp in equivalent value. The titled family may have some backstory that increases or decreases the value of the town charter. It could be their debts, that they’re rumored to be weretigers, some sort of haunting by [local legend], and the rumors that the hills have precious metal deposits (they don’t) or whatever else you’d like. The wine, cheese, and honey trade are noteworthy. Maintaining the garrisons and the expense of administering everything offset these advantages. Oh, did I mention the toll? Locals always pass free but it’s 2sp for travelers and outlanders.Right. You paid a toll to be here. PCs are almost universally loathe to pay tolls even though they’re so rich it hurts. That brings me to the worst problem of attempting to run an economy at scale in a world built around the hint of feudalism but that really operates (at best) as a benevolent dictatorship (let’s be honest, it’s always a kleptocracy or plutocracy.) What is this worst problem, you ask?In a world with Revivify & Raise Dead, the only sure thing left is taxes.I’ve had players leave games when I’ve even brought this up. Players lose their shit when they have to lose their shit to your taxation house rules that give structure to the economy. Yet there must be some sort of taxation (with or without representation; without 95% of the time.) What might these taxes be, how do they impact the party? Well, are you a chartered or unchartered adventuring group? Were you on an assignment from someone, or did you just show up here and go full murderhobo on [local challenge] five minutes later? There should be things the characters can do to reduce their tax burden to save themselves money. Sign up today! Service guarantees citizenship! It’s an adventure out there!If this group has agreed to select ‘economy: yes’ from the drop-down menu at the start of the adventure [during a ‘session zero’ where you discuss all of this as a group], you should lean in just a little to enforce what you all agreed to. When players want this level of detail in a game, it’s my job as their GM to flesh it out and make it internally consistent enough to maintain suspension of disbelief in my world.So fork it over, Scrooge McBard; that’ll be 15% of your loot. You can drop this (as an example) to 12% for chartered adventuring bands that pay their (flat-rate to gain and another flat-rate to maintain membership) dues. Drop it to 9% if they have their charter and have been assigned a mission (with documentation) important to the local area by the appropriate authority. That could be a church or a guild or local liege lord… but if it’s a church, be prepared to pay a tithe or similar chunk right off the top of your spoils gained in their service. Whatever it is, you owe it to the players to keep it reasonably consistent and structured so they manage their expectations. Also, by giving them a system they understand… they learn to work within, around, or outside of that system. That’s something players really love to do; beat systems (occasionally to death) that you build for them.Let them*. They’re having fun.* But who’s going to enforce tax collection when it comes to adventurers? Good question and it depends a lot on the way you built the world (its magic level, the way races interact, how cosmopolitan the biggest cities are) and any other factors you want to consider. It also depends (a lot; this should be a primary consideration) on whether you’re in a lawful, neutral, or chaotic community and one that’s more good, neutral or evil in its outlook.St…stttt…op! Stop right there! By order of hi-hi-his excellency, the Exchequer of the Western March, I or-rrr-or-or-order you to surr-rr-rr-rr-render your t-t-t-ax and overdue p-p-p-pennn-alt-t-t-ties to m-m-m-mmme immmmm-me-me-mediately! — the last words of Ander Shakyhands, tax collectorA town like Two Trees couldn’t enforce collection of a tax like this. Or could it? Ordinarily, you’d expect someone like poor, badly aspected Ander Shakyhands, local tax man. But perhaps you are operating in a Lawful Evil kind of way, and Ander McMurderface is the tax collector, complete with his press-gang of six violent offenders and his toady, the very angry Warlock.You have to decide in your own game how you handle violations of the economic process you built for this adventure. Or you could ignore it altogether; dump wheelbarrows of coins everywhere. No consequences! If that’s what players want (or what they do anyway and you don’t want to make the consequences the focus of the game), leave the notion that it matters at the door. There is no right or wrong way to do this; do what works for your game world and this adventure within that world.If it does not matter to the players, it should not matter to you. At all.Hope this is useful.edited again for: more typos, more grammar, vocabulary, structure, to add links & clarity. sheesh.

What records should I keep after tax season?

As an accountant I have been asked this question numerous times, so I didn’t just write this material for you. Hope you find your answer herein…..Federal law requires you to maintain copies of your tax returns and supporting documents for three years. This is called the "three-year law" and leads many people to believe they're safe provided they retain their documents for this period of time.However, if the IRS believes you have significantly underreported your income (by 25 percent or more), or believes there may be indication of fraud, it may go back six years in an audit. To be safe, use the following guidelines.Business Documents To Keep For One Year•Correspondence with Customers and Vendors•Duplicate Deposit Slips•Purchase Orders (other than Purchasing Department copy)•Receiving Sheets•Requisitions•Stenographer's Notebooks•Stockroom Withdrawal FormsBusiness Documents To Keep For Three Years•Employee Personnel Records (after termination)•Employment Applications•Expired Insurance Policies•General Correspondence•Internal Audit Reports•Internal Reports•Petty Cash Vouchers•Physical Inventory Tags•Savings Bond Registration Records of Employees•Time Cards For Hourly EmployeesBusiness Documents To Keep For Six Years•Accident Reports, Claims•Accounts Payable Ledgers and Schedules•Accounts Receivable Ledgers and Schedules•Bank Statements and Reconciliations•Cancelled Checks•Cancelled Stock and Bond Certificates•Employment Tax Records•Expense Analysis and Expense Distribution Schedules•Expired Contracts, Leases•Expired Option Records•Inventories of Products, Materials, Supplies•Invoices to Customers•Notes Receivable Ledgers, Schedules•Payroll Records and Summaries, including payment to pensioners•Plant Cost Ledgers•Purchasing Department Copies of Purchase Orders•Sales Records•Subsidiary Ledgers•Time Books•Travel and Entertainment Records•Vouchers for Payments to Vendors, Employees, etc.•Voucher Register, SchedulesBusiness Records To Keep ForeverWhile federal guidelines do not require you to keep tax records "forever," in many cases there will be other reasons you'll want to retain these documents indefinitely.•Audit Reports from CPAs/Accountants•Cancelled Checks for Important Payments (especially tax payments)•Cash Books, Charts of Accounts•Contracts, Leases Currently in Effect•Corporate Documents (incorporation, charter, by-laws, etc.)•Documents substantiating fixed asset additions•Deeds•Depreciation Schedules•Financial Statements (Year End)•General and Private Ledgers, Year End Trial Balances•Insurance Records, Current Accident Reports, Claims, Policies•Investment Trade Confirmations•IRS Revenue Agents. Reports•Journals•Legal Records, Correspondence and Other Important Matters•Minutes Books of Directors and Stockholders•Mortgages, Bills of Sale•Property Appraisals by Outside Appraisers•Property Records•Retirement and Pension Records•Tax Returns and Worksheets•Trademark and Patent RegistrationsPersonal Documents To Keep For One Year•While it's important to keep year-end mutual fund and IRA contribution statements forever, you don't have to save monthly and quarterly statements once the year-end statement has arrived.Personal Documents To Keep For Three Years•Credit Card Statements•Medical Bills (in case of insurance disputes)•Utility Records•Expired Insurance PoliciesPersonal Documents To Keep For Six Years•Supporting Documents For Tax Returns•Accident Reports and Claims•Medical Bills (if tax-related)•Sales Receipts•Wage Garnishments•Other Tax-Related BillsPersonal Records To Keep Forever•IRS Audit Reports•Legal Records•Important Correspondence•Income Tax Returns•Income Tax Payment Checks•Property Records / Improvement Receipts (or six years after property sold)•Investment Trade Confirmations•Retirement and Pension RecordsSpecial Circumstances•Car Records (keep until the car is sold)•Credit Card Receipts (keep until verified on your statement)•Insurance Policies (keep for the life of the policy)•Mortgages / Deeds / Leases (keep 6 years beyond the agreement)•Pay Stubs (keep until reconciled with your W-2)•Sales Receipts (keep for life of the warranty)•Stock and Bond Records (keep for 6 years beyond selling)•Warranties and Instructions (keep for the life of the product)•Other Bills (keep until payment is verified on the next bill)•Depreciation Schedules and Other Capital Asset Records (keep for 3 years after the tax life of the asset)

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