FormerlyHemlock
Hero
In my experience, it works best if you (the DM) allow players to convert gold to XP offscreen on character-related goals. That gives a guaranteed, concrete use of gold for anyone in any situation, so that the DM can bait hooks with gold and know that the whole party wants the same thing. (Even the Paladin has a use for gold--he can send it home to the Rebel Alliance or whatever. He has to establish this motivation in advance, e.g. at character creation time.)
But there are other things you can do with it too, and which can make spending gold to gain XP an interesting dilemma.
Combat enhancements: arrows, caltrops, horses, drow poison, purple worm poison, possible magic items, mercenaries, death benefits for mercenaries' widows, assassins, flying mounts, spelljamming ships
Spell components: Planar Binding, Glyph of Warding, Symbol, Clone, Gate
Spell enhancements: Spell research (needs rules from the DM) and research libraries, copying spells from other wizards
Magical creations: Golems, Helmed Horrors, Owlbears/other crossbreeds, magical items and formulas
Social influence: bribes, rewards
Luxury goods (character-specific): presents for loved ones, ostentatious homes, gigantic monuments, silks, etc. Works best if you tie this somehow to XP-for-gold so that the player's emotions are aligned with the character's emotions (ambition, enjoyment, satisfaction).
The fundamental observation about money is that people like to have it, so if your players don't want it they can always use it to get stuff from people that want it more than they do.
But there are other things you can do with it too, and which can make spending gold to gain XP an interesting dilemma.
Combat enhancements: arrows, caltrops, horses, drow poison, purple worm poison, possible magic items, mercenaries, death benefits for mercenaries' widows, assassins, flying mounts, spelljamming ships
Spell components: Planar Binding, Glyph of Warding, Symbol, Clone, Gate
Spell enhancements: Spell research (needs rules from the DM) and research libraries, copying spells from other wizards
Magical creations: Golems, Helmed Horrors, Owlbears/other crossbreeds, magical items and formulas
Social influence: bribes, rewards
Luxury goods (character-specific): presents for loved ones, ostentatious homes, gigantic monuments, silks, etc. Works best if you tie this somehow to XP-for-gold so that the player's emotions are aligned with the character's emotions (ambition, enjoyment, satisfaction).
The fundamental observation about money is that people like to have it, so if your players don't want it they can always use it to get stuff from people that want it more than they do.
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