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What's the point of gold?
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<blockquote data-quote="5ekyu" data-source="post: 7518993" data-attributes="member: 6919838"><p>If a given set of players and their GM see no real value in any of the things gold can be used for in the game, then that part of the treasure system will be easy enough drifting into triviality with the only sem-required effort being adjusting their GP figure once in a while. Since they have chosen to not engage actively with that sub-system, it pretty much becomes just a small bit of math they fo now and again, **if** the decide to even keep bothering with that.</p><p></p><p>For others who see real value in the options presented for uses of gold in their campaign (many examples have been put forth already) the gold system adds a lot of potential to their gameplay.</p><p></p><p>This is not at all unlike any the difference between a group who preferred and chosen gameplay focuses primarily or exclusively on dungeon crawls and combat who then see charisma and social skills as not meaningful because they do not provide combat bonuses. They might see the lack of defined Deception checks for feinting/advsntage or Intimidation checks to startle/stun as a "weakness" of the system. Maybe they see a lack of a tactics check INT to gain a reaction defense also as z shortcoming of the system.</p><p></p><p>But... in those cases, I am referring to a campaign. I am referring to a living world they continue to interact with and change over time. If this assumption switches to AL style play where there isnt sn ongoing single world experience, where the folks your character worked with last time are nowhere to be found next time and the only "continuity" that exists is your character and his stuff... I think the baseline assumptions change a lot.</p><p></p><p>I wonder if a perceived increase in that style of play over campaign style games fuels some of this perception of "gold doesn't matter unless I can buy bonuses" among some?</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7518993, member: 6919838"] If a given set of players and their GM see no real value in any of the things gold can be used for in the game, then that part of the treasure system will be easy enough drifting into triviality with the only sem-required effort being adjusting their GP figure once in a while. Since they have chosen to not engage actively with that sub-system, it pretty much becomes just a small bit of math they fo now and again, **if** the decide to even keep bothering with that. For others who see real value in the options presented for uses of gold in their campaign (many examples have been put forth already) the gold system adds a lot of potential to their gameplay. This is not at all unlike any the difference between a group who preferred and chosen gameplay focuses primarily or exclusively on dungeon crawls and combat who then see charisma and social skills as not meaningful because they do not provide combat bonuses. They might see the lack of defined Deception checks for feinting/advsntage or Intimidation checks to startle/stun as a "weakness" of the system. Maybe they see a lack of a tactics check INT to gain a reaction defense also as z shortcoming of the system. But... in those cases, I am referring to a campaign. I am referring to a living world they continue to interact with and change over time. If this assumption switches to AL style play where there isnt sn ongoing single world experience, where the folks your character worked with last time are nowhere to be found next time and the only "continuity" that exists is your character and his stuff... I think the baseline assumptions change a lot. I wonder if a perceived increase in that style of play over campaign style games fuels some of this perception of "gold doesn't matter unless I can buy bonuses" among some? [/QUOTE]
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What's the point of gold?
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