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<blockquote data-quote="Voadam" data-source="post: 8452266" data-attributes="member: 2209"><p>Gold in B/X was basically just xp and narrative reward. You had enough gold as a starting character to get plate mail and have the adventuring gear that money can buy for your whole career.</p><p></p><p>In 1e plate mail was beyond starting funds so you built up to it with looted gold, trading up when you could and recovering from the inevitable rust monster or slime or whatever eating everything you had. It was also worth xp with a neat trade off of selling magic items for gold meant more xp than keeping the power of the item. Training cost ridiculously large amounts of money too if you used that set of DMG rules.</p><p></p><p>In 2e gold was only an optional way to get xp, and mostly for rogue classes. It still had plate mail beyond starting funds though.</p><p></p><p>In 3e you had not only plate mail beyond starting funds but all magic items could be crafted for a gold piece price or bought for double the crafting. And this was baked in for an expected gold per level chart to stay competitive with the assumed baseline. Gold mattered hugely for your character combat balance through every level.</p><p></p><p>In 4e you had the magic item treadmill as well, just with a smaller item tree. Until <a href="https://www.drivethrurpg.com/product/144108/Dungeon-Masters-Guide-2-4e?affiliate_id=17596" target="_blank">Dungeon Masters Guide II</a> which had the fantastic inherent bonus optional rule which freed the game from the need for gold to maintain baseline numbers and power. You could be Conan with just a sword and an empty coin purse and be a kick butt epic sword and sorcery character. You could have Warhammer FRP style misery and poverty and have the combat numbers work in D&D instead of wrecking the power and balance of stuff. It was fantastic. I was a big fan.</p><p></p><p>5e again you cannot start with plate mail, but that is what you spend money on as advancement in the early game. The rules for how much money you should have at various points are very loose.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8452266, member: 2209"] Gold in B/X was basically just xp and narrative reward. You had enough gold as a starting character to get plate mail and have the adventuring gear that money can buy for your whole career. In 1e plate mail was beyond starting funds so you built up to it with looted gold, trading up when you could and recovering from the inevitable rust monster or slime or whatever eating everything you had. It was also worth xp with a neat trade off of selling magic items for gold meant more xp than keeping the power of the item. Training cost ridiculously large amounts of money too if you used that set of DMG rules. In 2e gold was only an optional way to get xp, and mostly for rogue classes. It still had plate mail beyond starting funds though. In 3e you had not only plate mail beyond starting funds but all magic items could be crafted for a gold piece price or bought for double the crafting. And this was baked in for an expected gold per level chart to stay competitive with the assumed baseline. Gold mattered hugely for your character combat balance through every level. In 4e you had the magic item treadmill as well, just with a smaller item tree. Until [URL='https://www.drivethrurpg.com/product/144108/Dungeon-Masters-Guide-2-4e?affiliate_id=17596']Dungeon Masters Guide II[/URL] which had the fantastic inherent bonus optional rule which freed the game from the need for gold to maintain baseline numbers and power. You could be Conan with just a sword and an empty coin purse and be a kick butt epic sword and sorcery character. You could have Warhammer FRP style misery and poverty and have the combat numbers work in D&D instead of wrecking the power and balance of stuff. It was fantastic. I was a big fan. 5e again you cannot start with plate mail, but that is what you spend money on as advancement in the early game. The rules for how much money you should have at various points are very loose. [/QUOTE]
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