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What's the point of gold?
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<blockquote data-quote="Charlaquin" data-source="post: 7519171" data-attributes="member: 6779196"><p>If Fighter was the only class that had any abilities that could be used outside of downtime, this might be a fitting analogy. And I’m that case, I wouldn’t blame my players for always choosing Fighter. In fact, I would share their frustration that the other classes were pointless.</p><p></p><p></p><p>No magic item market in 5e by default is one of the major differences. And I would agree that’s a good thing, if there was anything else with mechanical benefits that affect uptime to spend gold on, but there isn’t. Another is the near complete lack of upgrades for nonmagical equipment. You pretty much get the best stuff available in your starting equipment package. Maybe you upgrade to silk rope over hemp rope and studded leather over leather after your first adventure. If you’re a heavy armor user, maybe you upgrade from chainmail to half-plate once and half-plate to full-plate once. After that, there are no expenses left that make any difference while you’re adventuring.</p><p></p><p></p><p>That makes it easier to know what the players want to spend their gold on. It doesn’t suddenly make the things they want to spend their gold on relevant to the adventure. The DM could make it relevant to the adventure, but that’s more DM-side work.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7519171, member: 6779196"] If Fighter was the only class that had any abilities that could be used outside of downtime, this might be a fitting analogy. And I’m that case, I wouldn’t blame my players for always choosing Fighter. In fact, I would share their frustration that the other classes were pointless. No magic item market in 5e by default is one of the major differences. And I would agree that’s a good thing, if there was anything else with mechanical benefits that affect uptime to spend gold on, but there isn’t. Another is the near complete lack of upgrades for nonmagical equipment. You pretty much get the best stuff available in your starting equipment package. Maybe you upgrade to silk rope over hemp rope and studded leather over leather after your first adventure. If you’re a heavy armor user, maybe you upgrade from chainmail to half-plate once and half-plate to full-plate once. After that, there are no expenses left that make any difference while you’re adventuring. That makes it easier to know what the players want to spend their gold on. It doesn’t suddenly make the things they want to spend their gold on relevant to the adventure. The DM could make it relevant to the adventure, but that’s more DM-side work. [/QUOTE]
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