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Request: Reduce DM Award Gold
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<blockquote data-quote="Pauper" data-source="post: 6919782" data-attributes="member: 17607"><p>There's plenty to spend gold on. Just out of the Player's Basic Rules:</p><p></p><p>- potions of healing (50gp) [more healing is always helpful]</p><p>- alchemist's fire (50gp) [useful against monsters vulnerable to fire and whose regeneration can be 'shut off' by fire]</p><p>- vials of acid (25gp) [useful against monsters whose regeneration can be 'shut off' by acid; can be used to damage objects and constructs that are otherwise immune or resistant to non-magical weapon damage]</p><p>- anti-toxin (50gp) [grants advantage on saves versus poison for 1 hour -- useful for non-dwarves]</p><p>- caltrops (1 gp for a bag of 20) [(1)]</p><p>- climber's kit (25gp) [everybody always wants to tie ropes to each other to avoid falling off cliffs and sheer surfaces; with one of these, you don't need to, as you can't fall more than 25 feet from the point where you used an action to anchor yourself]</p><p>- healer's kit (5gp) [automatically stabilize an ally with no Medicine check required; even better when paired with the Healer feat, especially at low level]</p><p>- holy water (25gp) [deal radiant damage to undead and fiends that are otherwise resistant or immune to non-magical weapon damage]</p><p>- lantern, bullseye (10gp) [sheds light in a 120 foot cone (60 feet bright; 60 feet dim) in a specific direction; very useful in dungeon environments, as few creatures have effective attacks from beyond this range]</p><p>- portable ram (4gp) [need to get through a locked door that your thief can't pick? Have any other character in the party help you wield this and gain both advantage and +4 to your Strength check to break down the door]</p><p>- mule (8gp) [carries 420 pounds of gear and/or treasure without slowing down, and at 40 feet speed is faster than most of the party, so doesn't slow overland travel]</p><p></p><p>(1) - Caltrops are so amazingly useful that I'm surprised I don't see them in every adventuring party -- you spread them out as an action and they fill a 5-foot square. Any creature that moves through that square (and isn't flying or moving at half or less of their ground speed) has to succeed at a DC15 Dexterity saving throw <em>or stop moving</em>, then suffers a movement penalty until it receives healing. This is very helpful for monks, swashbuckler rogues, wizards, and any other character that relies on being able to out-distance an opponent to prevent himself from taking serious damage. It's significantly better than ball bearings, a superficially similar item, in that the save DC is higher (15 vs 10), and the effect is much more significant (stop moving now and take a move penalty going forward vs fall prone).</p><p></p><p></p><p></p><p>Well, sure, I'm not saying PCs can't save up significant money. It's just that, if I used DM awards to start a character, I could start a level 3 tempest cleric with plate mail, because the 3000 XP I spent to get him to level 3 also gave me the 1500 gp I needed for the plate mail. That just doesn't seem equitable to me. If DMs were only getting 20% of their DM award XP in gold, you'd need to have enough awards to get to level 5 to start with plate mail, which still isn't wholly equitable, but since you're starting at tier 2, that at least seems more defensible as to why you'd have better armor.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 6919782, member: 17607"] There's plenty to spend gold on. Just out of the Player's Basic Rules: - potions of healing (50gp) [more healing is always helpful] - alchemist's fire (50gp) [useful against monsters vulnerable to fire and whose regeneration can be 'shut off' by fire] - vials of acid (25gp) [useful against monsters whose regeneration can be 'shut off' by acid; can be used to damage objects and constructs that are otherwise immune or resistant to non-magical weapon damage] - anti-toxin (50gp) [grants advantage on saves versus poison for 1 hour -- useful for non-dwarves] - caltrops (1 gp for a bag of 20) [(1)] - climber's kit (25gp) [everybody always wants to tie ropes to each other to avoid falling off cliffs and sheer surfaces; with one of these, you don't need to, as you can't fall more than 25 feet from the point where you used an action to anchor yourself] - healer's kit (5gp) [automatically stabilize an ally with no Medicine check required; even better when paired with the Healer feat, especially at low level] - holy water (25gp) [deal radiant damage to undead and fiends that are otherwise resistant or immune to non-magical weapon damage] - lantern, bullseye (10gp) [sheds light in a 120 foot cone (60 feet bright; 60 feet dim) in a specific direction; very useful in dungeon environments, as few creatures have effective attacks from beyond this range] - portable ram (4gp) [need to get through a locked door that your thief can't pick? Have any other character in the party help you wield this and gain both advantage and +4 to your Strength check to break down the door] - mule (8gp) [carries 420 pounds of gear and/or treasure without slowing down, and at 40 feet speed is faster than most of the party, so doesn't slow overland travel] (1) - Caltrops are so amazingly useful that I'm surprised I don't see them in every adventuring party -- you spread them out as an action and they fill a 5-foot square. Any creature that moves through that square (and isn't flying or moving at half or less of their ground speed) has to succeed at a DC15 Dexterity saving throw [i]or stop moving[/i], then suffers a movement penalty until it receives healing. This is very helpful for monks, swashbuckler rogues, wizards, and any other character that relies on being able to out-distance an opponent to prevent himself from taking serious damage. It's significantly better than ball bearings, a superficially similar item, in that the save DC is higher (15 vs 10), and the effect is much more significant (stop moving now and take a move penalty going forward vs fall prone). Well, sure, I'm not saying PCs can't save up significant money. It's just that, if I used DM awards to start a character, I could start a level 3 tempest cleric with plate mail, because the 3000 XP I spent to get him to level 3 also gave me the 1500 gp I needed for the plate mail. That just doesn't seem equitable to me. If DMs were only getting 20% of their DM award XP in gold, you'd need to have enough awards to get to level 5 to start with plate mail, which still isn't wholly equitable, but since you're starting at tier 2, that at least seems more defensible as to why you'd have better armor. -- Pauper [/QUOTE]
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