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Forget about the treasure and pricing system of 5E!
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<blockquote data-quote="lkwpeter" data-source="post: 7257735" data-attributes="member: 6804713"><p><strong>Thanks for all your reply!</strong></p><p></p><p></p><p>So, this is simply reducing the loot by a factor. For example, if I want to take factor 5 (instead of 10) I simply <strong>halve </strong>all treasure in my official WotC campagin, right? That means that even if you halve all loot using factor 5, the party will gain over 520.000 GP in their carreer (instead or 3.500.000 GP). Both amounts seem insane for me. I think even dozens of Resurrections wouldn't fix that. But, as you said, it offers opportunites of adjustment. </p><p></p><p>I think the main problem is adjusting treasure hoards the right way, so that gold isn't useless (because of exorbitant amounts). To make that sure, maybe it could help, if the the DM does the following:</p><p></p><p><strong>1.) The DM should concern hisself with the total treasure table.</strong> <em>(see vonklaude's post)</em></p><p>The DM needs to know in what way possession is going to develope over a campaign. Otherwise he won't be able to estimate the accumulation of gold/treaure by the characters (magic items excluded).</p><p></p><p><strong>2.) Then the DM needs to be aware of what he wants the characters to be able to afford.</strong></p><p>This is important, so he can set his personal factor for treasure (including gems and art). For example, if he plans to let them build a Stronghold they will need huge amounts of money. He might choose a factor of 5 what gives them 70.000 GP on level 10. In contrast, if he does not plan to find a way to "burn money" he might even choose a factor of 2 or less. Otherwise, characters will swim in gold without any possibility to spend it (what makes it useless).</p><p></p><p><strong>3.) At last, set a personal treasure factor and recalculate treasure:</strong></p><p>If playing an official campaign, the factor per hoard per tier increases by 10. Now, the factor has to be adjusted to fit the DM's idea of gold possession. For example, if you have chosen a factor 2 (because you don't want your characters to build castles, etc.) you need to divide all trasure by 5 (10 : 5 = 2).</p><p></p><p>To me, this looks like a possibility to watch trasure accumulation foresightly. </p><p></p><p></p><p>[HR][/HR]</p><p></p><p><strong>Nevertheless, there is still a problem that seems impossible to fix:</strong></p><p></p><ul> <li data-xf-list-type="ul">Let's say the DM decides that he wants his characters to build a Keep, etc. and therefore chooses a <strong>high treasure factor</strong> that enriches them with hundrets of thousands of gold during the campaign.</li> <li data-xf-list-type="ul">That leads to the problem that <strong>anything else in the game has almost no value</strong> to the characters. Because if they posses tons of gold, they won't care for those ridiculous amounts for lodging, equipment, mounts, etc. anymore. From a specific point on, they will be able to buy ANYTHING they want to.</li> <li data-xf-list-type="ul">The problem increases, if you decide to make magic consumables available for purchase (even through a transparent system), because even magic consumables would be easy to afford. And the broken prices make it even more unpredictable (please no discussion about that!).</li> </ul><p>The main problem is that there is absolutely <strong>no sane ratio between prices</strong>. And even if you find a way to adjust prices (like using <a href="https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view?usp=sharing" target="_blank">Sane Magic Item Prices</a>) <strong>there is a huge gap</strong> between normal equipment, lifestyle costs, etc. and 3.500.000 GP treasure that the characters will get from treasure hoards during 20 levels. </p><p></p><p>For me, that means: <strong>If the DM doesn't find a way to continuously "burn money" there is a huge inbalance between "reasonable prices" and the character's personal treasure.</strong> Of course, you could say that magic item availability is "optional" and for this reason I shouldn't complain about balancing prices. But the problem also exists with the suggested prices for equipment, mounts, lodging, etc. of the PHB that become obsolet from around level 3-4 when characters begin to possess insane amounts of treasure compared to the rest of the game world. </p><p></p><p>Our table decided that it would spice up the game to make at least some magic consumables available under very limited circumstances (<a href="http://www.dmsguild.com/product/202047/Faerns-Vendors--A-flexible-vendor-system-for-magic-consumables" target="_blank">Vendor System</a>). At the moment our party possesses 22.000 GP on character level 13 what means that we can buy almost anything using <a href="https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view?usp=sharing" target="_blank">Sane Magic Item Prices.</a> Also gems for resurrection (1000 GP) are cheap for us. </p><p></p><p>I will suggest to use a factor that limits the possession of gold to a reasonable amount (maybe a few thousands - not hundrets of thousands), so that revivals and buying items are costly again, not inconsiderable. So, this topic has already been a great help for us! Thanks for your support!</p></blockquote><p></p>
[QUOTE="lkwpeter, post: 7257735, member: 6804713"] [B]Thanks for all your reply![/B] So, this is simply reducing the loot by a factor. For example, if I want to take factor 5 (instead of 10) I simply [B]halve [/B]all treasure in my official WotC campagin, right? That means that even if you halve all loot using factor 5, the party will gain over 520.000 GP in their carreer (instead or 3.500.000 GP). Both amounts seem insane for me. I think even dozens of Resurrections wouldn't fix that. But, as you said, it offers opportunites of adjustment. I think the main problem is adjusting treasure hoards the right way, so that gold isn't useless (because of exorbitant amounts). To make that sure, maybe it could help, if the the DM does the following: [B]1.) The DM should concern hisself with the total treasure table.[/B] [I](see vonklaude's post)[/I] The DM needs to know in what way possession is going to develope over a campaign. Otherwise he won't be able to estimate the accumulation of gold/treaure by the characters (magic items excluded). [B]2.) Then the DM needs to be aware of what he wants the characters to be able to afford.[/B] This is important, so he can set his personal factor for treasure (including gems and art). For example, if he plans to let them build a Stronghold they will need huge amounts of money. He might choose a factor of 5 what gives them 70.000 GP on level 10. In contrast, if he does not plan to find a way to "burn money" he might even choose a factor of 2 or less. Otherwise, characters will swim in gold without any possibility to spend it (what makes it useless). [B]3.) At last, set a personal treasure factor and recalculate treasure:[/B] If playing an official campaign, the factor per hoard per tier increases by 10. Now, the factor has to be adjusted to fit the DM's idea of gold possession. For example, if you have chosen a factor 2 (because you don't want your characters to build castles, etc.) you need to divide all trasure by 5 (10 : 5 = 2). To me, this looks like a possibility to watch trasure accumulation foresightly. [HR][/HR] [B]Nevertheless, there is still a problem that seems impossible to fix:[/B] [LIST] [*]Let's say the DM decides that he wants his characters to build a Keep, etc. and therefore chooses a [B]high treasure factor[/B] that enriches them with hundrets of thousands of gold during the campaign. [*]That leads to the problem that [B]anything else in the game has almost no value[/B] to the characters. Because if they posses tons of gold, they won't care for those ridiculous amounts for lodging, equipment, mounts, etc. anymore. From a specific point on, they will be able to buy ANYTHING they want to. [*]The problem increases, if you decide to make magic consumables available for purchase (even through a transparent system), because even magic consumables would be easy to afford. And the broken prices make it even more unpredictable (please no discussion about that!). [/LIST] The main problem is that there is absolutely [B]no sane ratio between prices[/B]. And even if you find a way to adjust prices (like using [URL="https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view?usp=sharing"]Sane Magic Item Prices[/URL]) [B]there is a huge gap[/B] between normal equipment, lifestyle costs, etc. and 3.500.000 GP treasure that the characters will get from treasure hoards during 20 levels. For me, that means: [B]If the DM doesn't find a way to continuously "burn money" there is a huge inbalance between "reasonable prices" and the character's personal treasure.[/B] Of course, you could say that magic item availability is "optional" and for this reason I shouldn't complain about balancing prices. But the problem also exists with the suggested prices for equipment, mounts, lodging, etc. of the PHB that become obsolet from around level 3-4 when characters begin to possess insane amounts of treasure compared to the rest of the game world. Our table decided that it would spice up the game to make at least some magic consumables available under very limited circumstances ([URL="http://www.dmsguild.com/product/202047/Faerns-Vendors--A-flexible-vendor-system-for-magic-consumables"]Vendor System[/URL]). At the moment our party possesses 22.000 GP on character level 13 what means that we can buy almost anything using [URL="https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view?usp=sharing"]Sane Magic Item Prices.[/URL] Also gems for resurrection (1000 GP) are cheap for us. I will suggest to use a factor that limits the possession of gold to a reasonable amount (maybe a few thousands - not hundrets of thousands), so that revivals and buying items are costly again, not inconsiderable. So, this topic has already been a great help for us! Thanks for your support! [/QUOTE]
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