L
lowkey13
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*Deleted by user*
I trust that you did not mean it to come off this way, but this is an extremely reductive and, frankly, demeaning representation of the view I presented. And not because of the hyperbolic sketch comedy bit, but because it reduces all adventuring to fighting monsters and getting loot, which are actually pretty low on the list of reasons I like adventuring.This is a valid viewpoint, after all, when viewed as a game, it is fun to kill things to get more powerful, to kill more things (etc.).
That said, I trust you can understand that your approach isn't satisfying to everyone else. Because to someone like me, it sounds like sketch comedy:
Q: So, why do you like to adventure?
A: Because I like to adventure!
Q: Well, awesome! Adventuring is fun. But why? What do you want to do?
A: I want to get stuff.
Q: Okay, great! And what will you do with you stuff that you get?
A: I will use it ... to be better at adventuring!
Q: ....okay. And what will you do when you are better at adventuring?
A: Oh, that's easy. I GET BETTER AND MORE STUFF!
Q: *sigh* I know I'm going to regret this ... but what will you do with your better and more stuff?
A: Why, I WILL ADVENTURE! TO GET MORE STUFF!
I mean, yeah. It's a game. But it's also a role-playing game. To the extent that you're (cue a reality show) "in it to win it" and you like the hobomurder/princess rescue/charop game, more power to you! That's fun! Work with your DM and come up with a system to spend your money (magic items, "training" for skills or abilities, that sort of thing) that lets you just do what you want to do.
Others of us use money differently. Which is where the divide occurs (and, based on this necro'd thread, and so many others, the divide ALWAYS occurs).
instead of a meaningful decision point.
Don't you think that it would be a more meaningful decision if you had to choose between buying new equipment and story stuff instead of money being practically useless and can be thrown around without a second thought as you do not really need it?
You can't comprehend how "choices you made during donwtime had an impact during uptime." To me ... that doesn't make any sense at all. It is the equivalent of nonsensical word salad.
Now, some editions (for example, 3e) explicitly embraced a more "gamist" approach, similar to what you wish for, with more explicit rules for a magic item economy; in essence, between the official rules and 3PP, there were a lot of ways to spend money to "be a better adventurer."
5e has largely moved away from that. Which some people appreciate, and some don't. Some people appreciate the stories they tell (the adventuring experience), and other appreciate the stories they tell (the character that made the last score, and built a large castle, and was crowned King of ... um... Aquilonia ... and became an NPC that was renowned in the land and that new PCs hear about).