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Alternative Ways for Awarding Treasure Besides Tomb Robbing?
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<blockquote data-quote="Blue" data-source="post: 8672600" data-attributes="member: 20564"><p>I need to speak up here. In 3.x it was inherently part of the play loop, and in 4e is was explicitly part of the character advancement math. Both because of items. But it's not an inherent part of the 5e mechanics at all. You can run 20th level characters without items if you want. And the recommended number of items for the entire party (Xanathar's pg 135) makes it abundantly clear that not everyone will have "+X weapon and armor" and such as expected in earlier editions. It isn't calibrated into the monster math and isn't inherently needed in the game.</p><p></p><p>Now, there's a lot of things to do with money outside of magic items, but that also varies on the game. For instance I'm running a game where the group are agents for the Imperium and can request any mundane needs, so there's no need to buy horses - they just borrow them from the local Post or pay for lodgings or worry abotu upgrading mundane equipment, etc. And they don't care about money at all. It's not a push for adventure or anything like that.</p><p></p><p></p><p>D&D 4e had an eye-opening way to do this, which was treasure packets. Great idea to remove one of the causes of murderhobo-ism. Basically it was like milestone XP but for treasure. Important as magic item upgrades were expected and worked into foe math and it was effectively part of character advancement so couldn't be left up to "did they avoid this combat or not".</p><p></p><p>Basically, the treasure would make it's way to you whichever way you accomplished goals. Capture bandits - get a reward. Realize the law is correupt and join the bandits - they have a few items they can't use they will sweeten the pot of you coming over, and then a share of coin when they hit the tax collector. Etc. So having bounties for doing things, rewards, and all sorts of mechanisms outside "we killed this and took it's loot" or "we found every treasure in a tomb" was pushed by the rules.</p></blockquote><p></p>
[QUOTE="Blue, post: 8672600, member: 20564"] I need to speak up here. In 3.x it was inherently part of the play loop, and in 4e is was explicitly part of the character advancement math. Both because of items. But it's not an inherent part of the 5e mechanics at all. You can run 20th level characters without items if you want. And the recommended number of items for the entire party (Xanathar's pg 135) makes it abundantly clear that not everyone will have "+X weapon and armor" and such as expected in earlier editions. It isn't calibrated into the monster math and isn't inherently needed in the game. Now, there's a lot of things to do with money outside of magic items, but that also varies on the game. For instance I'm running a game where the group are agents for the Imperium and can request any mundane needs, so there's no need to buy horses - they just borrow them from the local Post or pay for lodgings or worry abotu upgrading mundane equipment, etc. And they don't care about money at all. It's not a push for adventure or anything like that. D&D 4e had an eye-opening way to do this, which was treasure packets. Great idea to remove one of the causes of murderhobo-ism. Basically it was like milestone XP but for treasure. Important as magic item upgrades were expected and worked into foe math and it was effectively part of character advancement so couldn't be left up to "did they avoid this combat or not". Basically, the treasure would make it's way to you whichever way you accomplished goals. Capture bandits - get a reward. Realize the law is correupt and join the bandits - they have a few items they can't use they will sweeten the pot of you coming over, and then a share of coin when they hit the tax collector. Etc. So having bounties for doing things, rewards, and all sorts of mechanisms outside "we killed this and took it's loot" or "we found every treasure in a tomb" was pushed by the rules. [/QUOTE]
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