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What's the point of gold?
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<blockquote data-quote="Charlaquin" data-source="post: 7517665" data-attributes="member: 6779196"><p>I have said, if you’d been paying attention. Reduce gold rewards and/or increase lifestyle costs. Give meaningful (as in, with direct impact on gameplay) consequences, whether positive, negative, or both, to lifestyles. And add other meaningful (again, mechanically relevant) things to spend gold on. Maybe higher quality mundane equipment. Maybe material components for spells. Maybe goods and services. Hell, even increasing the delta between the cost of starter gear and the cost of the best (mundane) gear. Crucially, make sure that these costs are significant compared to the amount the character’s make. In this way, you insure that the players can’t just buy whatever they want. They have to prioritize and make difficult decisions. If a better weapon is the obviously best choice, the system isn’t working right. Every purchasing decision should be a trade off.</p><p></p><p>Or, alternatively, just stop trying to pretend gold matters. Just make wealth a totally abstract thing that informs roleplaying and stays out of the way of the actual rules.</p><p></p><p></p><p>Not off the top of my head. I’d bet Torchbearer probably does it pretty well, I dunno, haven’t had a chance to play it.</p><p></p><p></p><p>The chart that recommends charging 501-5,000 gp for rare magic items with absolutely no guidance for how to evaluate whether a given item should cost 10 up to times more than any other given item? This is no more useful than just saying “charge more for items of higher rarity” and leaving it at that. Especially in a game that prides itself on not having any guidelines for how much gold to award.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7517665, member: 6779196"] I have said, if you’d been paying attention. Reduce gold rewards and/or increase lifestyle costs. Give meaningful (as in, with direct impact on gameplay) consequences, whether positive, negative, or both, to lifestyles. And add other meaningful (again, mechanically relevant) things to spend gold on. Maybe higher quality mundane equipment. Maybe material components for spells. Maybe goods and services. Hell, even increasing the delta between the cost of starter gear and the cost of the best (mundane) gear. Crucially, make sure that these costs are significant compared to the amount the character’s make. In this way, you insure that the players can’t just buy whatever they want. They have to prioritize and make difficult decisions. If a better weapon is the obviously best choice, the system isn’t working right. Every purchasing decision should be a trade off. Or, alternatively, just stop trying to pretend gold matters. Just make wealth a totally abstract thing that informs roleplaying and stays out of the way of the actual rules. Not off the top of my head. I’d bet Torchbearer probably does it pretty well, I dunno, haven’t had a chance to play it. The chart that recommends charging 501-5,000 gp for rare magic items with absolutely no guidance for how to evaluate whether a given item should cost 10 up to times more than any other given item? This is no more useful than just saying “charge more for items of higher rarity” and leaving it at that. Especially in a game that prides itself on not having any guidelines for how much gold to award. [/QUOTE]
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What's the point of gold?
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