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Forget about the treasure and pricing system of 5E!
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<blockquote data-quote="Stalker0" data-source="post: 7261322" data-attributes="member: 5889"><p>So getting to the OP's question.</p><p></p><p>Ultimately what is needed is a general list of those key things that players would want. Not every little thing, that isn't needed. But a general list of things to give DMs a good gauge of what to price things out.</p><p></p><p>And in general these should be divided into 3 categories, each of which is optional depending on how the DM wants to structure their game. That way its easy for them to decide just how strong money is in their campaign.</p><p></p><p>Category 1: The "cool stuff". These are generally things that players might find cool to have, but don't necessarily translate into more power in the traditional adventuring sense.</p><p></p><p>1) A small mansion</p><p>2) Hiring a tutor to learn a language</p><p>3) Buying a business</p><p></p><p>Category 2: "Consumable Power". These are things that do get players some advantages to their adventuring, but its often a one time thing.</p><p></p><p>1) Potions</p><p>2) Hiring a spy to get some key intel on a person.</p><p>3) Buying a spell.</p><p></p><p>Category 3: "Invested Power". This is the power that you keep. It lasts or is even permanent, and directly increases your adventuring power.</p><p></p><p>1) A permanent teleportation circle.</p><p>2) Permanent Magic Items.</p><p></p><p></p><p>From there, instead of focusing on treasure tables, we need the old 3e money table, that showcased about how much money a player will have at any given level. And of course there could be 2 or 3 flavors of that table for "high money" or "low money" games.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 7261322, member: 5889"] So getting to the OP's question. Ultimately what is needed is a general list of those key things that players would want. Not every little thing, that isn't needed. But a general list of things to give DMs a good gauge of what to price things out. And in general these should be divided into 3 categories, each of which is optional depending on how the DM wants to structure their game. That way its easy for them to decide just how strong money is in their campaign. Category 1: The "cool stuff". These are generally things that players might find cool to have, but don't necessarily translate into more power in the traditional adventuring sense. 1) A small mansion 2) Hiring a tutor to learn a language 3) Buying a business Category 2: "Consumable Power". These are things that do get players some advantages to their adventuring, but its often a one time thing. 1) Potions 2) Hiring a spy to get some key intel on a person. 3) Buying a spell. Category 3: "Invested Power". This is the power that you keep. It lasts or is even permanent, and directly increases your adventuring power. 1) A permanent teleportation circle. 2) Permanent Magic Items. From there, instead of focusing on treasure tables, we need the old 3e money table, that showcased about how much money a player will have at any given level. And of course there could be 2 or 3 flavors of that table for "high money" or "low money" games. [/QUOTE]
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Forget about the treasure and pricing system of 5E!
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