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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Jester David" data-source="post: 6978161" data-attributes="member: 37579"><p>Of course they say "you can". They're not going to save "you have to". That's doesn't sound right. That's not how the language works or rules texts are written. </p><p>Unless there are alternate rules provided, then those are the rules of the game. You can change the rules at any time - like any rule of the game- but that's still homebrewing. Insert reference to the Stormwind fallacy <here>.</p><p></p><p>3.5e is just not a system that leads to a logical economy in any way. The world is based around commoners earning silver pieces for days of work and from second or third level players have enough wealth to sit around and relax for years. You can buy a house for 1,000 (aka the price of +1 armour) or a "grand house" for 5,000. A single +3 sword or +4 suit of armour is worth enough that you could sell it and retire, living a comfortable life for fifty or so years.</p><p>By level 5 or 6 you shouldn't really have any reason to adventure in a sword & sorcery style game. Wealth and luxury has been achieved. Or a "piracy" game where the party are bold buccaneers trying to strike it rich. The amount of magic thrown at them by the game system means they're wealthy beyond words after a few levels.</p><p></p><p></p><p>As for my ship quandary, yes as a DM I could rule that any give town doesn't have the liquid cash needed to buy a 10,000 gp sailing ship. But player's are still expecting to buy magical items worth tens of thousands of gold pieces. So the vendor doesn't <em>need</em> to have the cash on hand, they just need the magical item and the PCs can trade ships for magic items.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6978161, member: 37579"] Of course they say "you can". They're not going to save "you have to". That's doesn't sound right. That's not how the language works or rules texts are written. Unless there are alternate rules provided, then those are the rules of the game. You can change the rules at any time - like any rule of the game- but that's still homebrewing. Insert reference to the Stormwind fallacy <here>. 3.5e is just not a system that leads to a logical economy in any way. The world is based around commoners earning silver pieces for days of work and from second or third level players have enough wealth to sit around and relax for years. You can buy a house for 1,000 (aka the price of +1 armour) or a "grand house" for 5,000. A single +3 sword or +4 suit of armour is worth enough that you could sell it and retire, living a comfortable life for fifty or so years. By level 5 or 6 you shouldn't really have any reason to adventure in a sword & sorcery style game. Wealth and luxury has been achieved. Or a "piracy" game where the party are bold buccaneers trying to strike it rich. The amount of magic thrown at them by the game system means they're wealthy beyond words after a few levels. As for my ship quandary, yes as a DM I could rule that any give town doesn't have the liquid cash needed to buy a 10,000 gp sailing ship. But player's are still expecting to buy magical items worth tens of thousands of gold pieces. So the vendor doesn't [I]need[/I] to have the cash on hand, they just need the magical item and the PCs can trade ships for magic items. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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