Mike Merals released an Unearthed Arcana on downtime to help address this concern. In the announcements of Tomb of Annihilation it sounds like they put those downtime rules in the book.
Others in this thread list some great ideas. I would add that I've allowed magic items to be purchased. I used the magic item selling table as guidance, except I use the inverse of the multiplier.
I've played through some of the book adventures and found they can justify some NPCS not having money. I've also seen very few hoards in the books. When I converted Red Hand of Doom I found I was using the hoard tables. I think the amount of money a party has is dependent on the type of story being told.
For myself, I'm not too worried about the amount of money the PCs have. I didn't want to give the game an option to be directed down a path of money management. The players worked together to establish a kingdom. One player spends his money on magic swords and uncommon magic stuff that does not require attunement. One player spends her wealth on socializing with her military. One player hoards his money and enjoys having a big number next to the gp on his sheet. I'm more concerned with the story being interesting and the players feeling like their character is growing and advancing beyond just the XP gain.
Sent from my SCH-I545 using EN World mobile app
Others in this thread list some great ideas. I would add that I've allowed magic items to be purchased. I used the magic item selling table as guidance, except I use the inverse of the multiplier.
I've played through some of the book adventures and found they can justify some NPCS not having money. I've also seen very few hoards in the books. When I converted Red Hand of Doom I found I was using the hoard tables. I think the amount of money a party has is dependent on the type of story being told.
For myself, I'm not too worried about the amount of money the PCs have. I didn't want to give the game an option to be directed down a path of money management. The players worked together to establish a kingdom. One player spends his money on magic swords and uncommon magic stuff that does not require attunement. One player spends her wealth on socializing with her military. One player hoards his money and enjoys having a big number next to the gp on his sheet. I'm more concerned with the story being interesting and the players feeling like their character is growing and advancing beyond just the XP gain.
Sent from my SCH-I545 using EN World mobile app