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D&D 5E In fifth-edition D&D, what is gold for?

The PCs in my current game (currently 13th level) have:

* Repaired and furnished the ruined fortified manor that was deeded to them by their lord.
* Maintained same.
* Hired/maintain servants and men-at-arms.
* Hosted a too-long stay by visiting noble relatives.
* Loaned money to their lord to build a wall around the town.
* Built and staffed an orphanage in town (lots of war orphans in the area).
* Lost a decent chunk in a failed attack on a dragon's lair (they'll eventually get it back).
* Plus the usual lifestyle expenses, fines, fees, and bribes.

I don't force any of this and didn't even suggest most of it. As in the real world, people with money find things of value to them upon which to spend it.
 

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What I don't like is how 5E essentially does not provide any options for those of us that aren't interested in the downtime game; just like the blog says. The idea of castles and armies and domains simply doesn't appeal to many gamers - there should be a codified alternative right in the rulebooks, just like there were in 3E.

This strikes me as a very odd complaint. There are (and always have been) two types of treasure: 1: treasure you use in your adventure (most magic items), and 2: gold&gems&jewelry; things that are useful during down time (spell components, equipment, castles, bribes, etc). Fact is, is that downtime is part of D&D, and an assumed playstyle. If you're choosing to ignore a facet of the game, then you don't really have much of a leg to stand on about complaining about how something with a primary purpose of being used during that facet you're ignoring doesn't come into play.

For one, even if most people don't go the castle route (we do, and we loved that part of the game--reaching name level to get your followers), treasure spent during downtime goes to a lot more than just castle building. Training for one (in AD&D you didn't level up until you took time and spend gold to train). Spell components for another (probably the biggest expense in our 5e games). Etc, etc.

Let me point to a specific example: playing Storm King's Thunder. Much like every previous official 5E campaign it takes place during a limited time. There is no notion of taking a break for months and years, to spend money on castlebuilding or other long-term downtime activities that could explain where all the gold goes. And yet, it relies on the DMG random treasure tables.

To me, this is highly problematic. What is gold for?

Well, it probably wouldn't be problematic if you didn't assume that as soon as PCs finish STK, they are put on the shelf to never be played again. Everything they acquire in SKT will come in handy to do whatever they plan on doing next.

Look, I'm going to be blunt. Between comments like this and the ones you made in your recent encounter thread (where lower level PCs curb stomped higher level NPCs), I have a really, really strong impression that your game style is that of a boardgame. You take the scenarios and plop down the minis as if they were game pieces, and once the "mission" is over, PCs are put away. In that other thread, you completely ignore behavior, prior planning, stats like INT or WIS (only paying attention to them when a mechanic is involved like a save, and not from a RP perspective), the world environment, and most of their capabilities because you didn't want to take time to prepare as a DM to know what they could do, or what they would do. And then you make a comment like this, thinking that PCs don't do anything outside of the actual adventure itself, that reinforces this impression I have. If you want to play like that, that's fine. But like I said several times in that other thread, if you are playing outside of the expected play of how the game is designed, then it's on you to make those adjustments. Stop complaining about how the game doesn't work the way you want or is somehow broken when it's you who is breaking the game. It would be like me buying Battlefield 1 and refusing to do any online multiplayer play (which is fine if that's my preference), and then complaining how the designers of the game screwed up because the single player mode is way too short and too much data was wasted on multiplayer maps (which is not fine).


I don't think so, sorry to be blunt but it's more like you have a problem with not having rules to turn gold into character power, but that is not everybody's problem :)
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Judging by his other thread I mentioned above, this is exactly the issue.
 

It has occurred to me that the treasure table shifts at the same level where the DMG assumes the campaign style is supposed to change.

When the party is levels 1-5, the treasure they earn basically covers living expenses, adventuring costs, and saving up for that full plate. Then they hit sixth level and those expenses are rapidly trivialized. But at this point the party isn't "supposed" to be raiding dungeons full of orcs - they're supposed to be big figures in the local scene. Changing the fate of nations and such.

Clearly what's needed here is for the adventuring costs to change at this point. The party doesn't need rules for more gear to buy, they need more guidelines for using their wealth to facilitate their goals. How much does it cost to bribe the local guildmaster to join your cause? Wouldn't protecting the southern border be easier with a levy of troops?

Speaking as a DM, I'd certainly benefit from tips and tools on generating adventures that facilitate this nation-level kind of narrative.
 


All editions of D&D have given exponential monetary awards in order to lure you back down the dungeon.

Including 5th edition - at least if you use the loot tables of the DMG. A tier I hoard is worth 412 gp on average, a tier II hoard is worth 4507 gp on average and so on, roughly multiplying the loot value by ten each tier.
Right. To motivate you via gold, the game has to either deprive you of gold or offer an ever increasing amount of gold.

You can use the higher tables or continue to use the lower tier tables throughout the game. Multiple tables are provided, and you can choose what table to use and how many to award.
(My players are about to gain access to a high level hoard. Which is going to be interesting.)


In effect, 5th edition still hands out vast amounts of treasure. Only, it does not provide any good answers on what to spend it on. Hence the title of this thread: what is gold for?
What is gold for? Whatever you want.

The catch is, the game doesn't give you an assumed cash sink. Which means you can choose how to spend your money.
If you want to have a campaign where money is spent on ridiculous things you can. If you want the players to spend their money repairing a forgotten keep on the borderlands you can. If you want the players to visit the City of Brass and buy very rare magical items then you can.

Or - much, much more importantly - if your *players* decide *they* want to do anything of the above, they can. And you can let them do so without having to kludge together a subsystem of "keep supplies".

Now, I agree that a lot more of these cash sinks could be detailed. In an ideal world they would have been. But ideal worlds aren't limited by page counts, and the amount of content that was cut from the DMG for space is pretty high. I wouldn't want to lose monster building or sanity or artifacts in order to accommodate more robust kingdom management or carousing.

And it would be lovely if WotC would release an adventure based around this type of activity, providing added support for rebuilding a castle. But I imagine that's difficult to fit into their nostalgia-influenced storylines.
The lack of variety in the storyline adventures so far is a shot against WotC.


Let me point to a specific example: playing Storm King's Thunder. Much like every previous official 5E campaign it takes place during a limited time. There is no notion of taking a break for months and years, to spend money on castlebuilding or other long-term downtime activities that could explain where all the gold goes. And yet, it relies on the DMG random treasure tables.
What limited time is that? SKT has no timeline I can see.
Given you spend weeks or months trekking along the North it can take place over an extended period, very likely the better part of a year.

The players might very well decide to claim a ruin and repair it as a base of operations for their giant slaying.
Or they could choose to hoard the gold away like little dragons.
Their choice.

It's clearly not meant to build castles, since there is no time for that if you play official adventures. (WotC is clearly aware most players aren't interested, and just want to keep adventuring)
Published adventures are an odd beast in that regard and not what I would use as "the baseline".
They also have a firmer story providing a motive for adventuring. There is a quest and a task, with consequences for inaction.
Really, no gold needs to provided in that kind of adventure. Any gold provided is a perk. If you're saving the world, you don't really expect to get paid and you're not doing it for treasure. In theory, you can end the adventure as broke as you started.

In the storyline APs, gold is really just handed out for tradition. Because it's expected.
Really, when you get down to it, "treasure" is a sacred cow.

But I don't think the game system should assume every DM is running a "save the world" storyline and remove gold as a potential motivator.

In 3rd edition we had a system with a wonderful ambition: to provide the framework that let players convert all that gold into actually useful items that helped them on their next adventure.
When you get down to it, gold was unneeded in 3e & 4e. In those systems you could just award exactly the magic items the players want, and improve existing items, awarding almost zero gold.
Gold is just the middleman in that equation, and is a form of needless bookkeeping and accounting. Gold was basically a character advancement resource, like feat slots or skill points. You could replace it with "Item Points" worth 1k gp each, and allow players to just build an ideal character, dumping gold entirely.
But… sacred cow.


The giant problem with the 3e/4e system was its inflexibility. (Even excluding the funky things it did to the world economy.) It didn't let you do anything else with your gold, and you had character build options that could be taken away, lost, and traded. And it tied combat power level to something that could be gained independent of levels.It was too easy to adversly affect the balance of characters. It was a little too easy to *break* the system:
* If the party bought something other than magic gear, they were at a disadvantage
* If the party did something clever found a large amount of gold (or found a way to sell something valuable) the DM either had to cheat them out of a reward for clever thinking (aka punish them) or they experienced a spike in their power level.
* It was preferable to die than be captured, since losing all your magical gear was a permanent penalty and a literal fate worse than death
* Creatures that damaged your gear - like a rust monster - caused a permanent and irrecoverable reduction of power.
* There was limited incentive to resurrect a character, since the gp cost was a permanent reduction of the wealth of the entire party. In theory, a new PC of equal power would come along.
* But if a character died, what happened to their tens of thousands of gold pieces worth of gear? The gear might not work for the new PC, but spreading out the gear affects the party wealth.


In the few Pathfinder Adventure Paths that tried to do something else other than what the game was rigidly designed to do, they had to invent all new rules, such as build points and plunder, so the party could do things like build a castle or raid ships without affecting the character's power levels. So you have the piles of trade goods that were worth money and could be spent like money, but couldn't be used to buy anything for you character for reasons.
It was very video gamey. Quite literally, as those mechanics are identical to Garrison Resources from World of Warcraft: Warlords of Draenor for the same reasons: it's unfair to ask players to spend the gold they're looking to spend upgrading their gear & advance their character on the plot.


Sure it wasn't perfect, but did 5E try to improve this system? No.
Actually quite the opposite.
Because the point of the system was *not* about giving people to spend their gold on. That was just a side effect.

The system was assuming set amounts of magical items in order to balance the math. So they established wealth by level and assumed players had magic items of that value and then used that to help set the numbers.
5e did the exact same thing. Only it set the amount of assumed magic items as "0" instead of "Christmas Tree".

I can't say I'm overly pleased with any one of them, but I appreciate the frank clarity in actually adressing the problem. As well as the clear outline of why it exists, how it came about, and perhaps most fundamentally: that there is a problem.
Where you see a problem, I see an opportunity.

There is the learning curve. The players looking at the gold and expecting the game to provide an answer rather than looking inward and finding a character motivation for spending wealth.
But the game shouldn't tell you how to play. It shouldn't tell you what to spend your gold pieces on anymore than the game should tell you how to choose your feats or what spells to take.


What do players have to spend their gold on?
The exact same stuff they had to spend their gold on in the 26 years prior to 3rd Edition.
 

If currency exists in your game world, and works (even broadly) the way it does in the real world, the answer should be pretty self-evident.

And how many adventurers does our world have?

If you put these together, you get money much like during the gold rush in the old west int he US. Prices inflated immensely for those with the money. An egg could cost a week's salary for someone else.

So there is real world precedent, but with adventurers whom think nothing of spending tens, hundreds or thousands of gold pieces, it's not as the world is today in many places.
 

Gold in 3e/4e was ridiculous. Unless you had a world ending plot there was no rational reason adventure beyond level 5.
There was no reason if your goal was to get rich, sure.

Well, except, y'know, saving the world because that's where you keep all your stuff, I suppose.

For instance, the DM would've had to've tweaked things to make the scrabbling-for-survival mercenary company I mentioned work (I'd think: go with inherent bonuses and simply not give out treasure to speak of).

If you want to allow magic items for sale, then allow magic items for sale. I've let my players buy a few common and uncommon items. No big deal. They can still only attune to three.
You could also draw a line between mundane wealth and magic resources. Instead of spending gold to enchant items, have another commodity (like the hokey 'residuum' in 4e; or 'mana' or whatever) that's fungible for making (or buying) magic items and certain other adventuring uses, but doesn't convert to gold/have consistent value in normal markets.

And then, later, your loose change made mundane purchases irrelevant. Things like ammo or food or clothing ceased to have meaning.
Including mundane purchases like Wands of Cure Light Wounds, Potions, low-level spell scrolls. ;P Yet that was part of the point, the game balanced on the back of that oddity. FWIW.

Net, I do like that the game doesn't try to balance the availability of magical resources across classes with wealth/level and cheap commodity magic items. Net. But I do have to acknowledge that it's not great they didn't try, at all.

I happen to have my 3.5 DMG handy. Page 137 under the heading Generating Towns says "When the PCs come into a town and you need to generate facts about that town quickly you can use the following material." Emphasis added. Very clearly, that's more of a resource of convenience than a rule.
Sure, just like Rule 0 said you could change whatever you want. The environment or zeitgeist of the 3.x era, though, put a lot of weight on following whateer rule or rule-like-text could be found in the books. It wasn't exactly an attitude that edition seemed to discourage, either.

You had wealth/level creating an expectation, price lists and availability by population were just further justification.

(4e hardly even bothered with that rationale - if you weren't somewhere you could buy & sell magic items, you could Enchant & Disenchant them at the same ratios.)

Sure, but the point is that this is not just 3.5.

All editions of D&D have given exponential monetary awards in order to lure you back down the dungeon.
1e also gave the DM advice on siphoning off treasure particularly training costs, but also money-pits - strongholds, spell research, and the like.

In effect, 5th edition still hands out vast amounts of treasure. Only, it does not provide any good answers on what to spend it on. Hence the title of this thread: what is gold for?
The thing is, if gold has no great hard-coded mechanical use, if it can't be translated into power via magic items or leveling or what-have-you, it doesn't matter of you give out vast amounts of treasure or not. It just matters what motivates the PCs (and the players).

There are (and always have been) two types of treasure: 1: treasure you use in your adventure (most magic items), and 2: gold&gems&jewelry; things that are useful during down time (spell components, equipment, castles, bribes, etc).
How starkly the line between them is drawn has varied. In 3e wealth/level and make/buy made not only gold vs magic items strictly fungible, it allowed you to trade exp for gold, too (via item-creation feats). In 1e, while you got exp for finding gold, you couldn't necessarily convert it efficiently into power.

Fact is, is that downtime is part of D&D, and an assumed playstyle.
5e D&D didn't set out to support only one playstyle. It's an available, supported playstyle. You can ignore downtime and run a fine, fast-forward, campaign, if that's the kind of pacing you enjoy.
 

Well, it probably wouldn't be problematic if you didn't assume that as soon as PCs finish STK, they are put on the shelf to never be played again. Everything they acquire in SKT will come in handy to do whatever they plan on doing next.

Look, I'm going to be blunt. Between comments like this and the ones you made in your recent encounter thread (where lower level PCs curb stomped higher level NPCs), I have a really, really strong impression that your game style is that of a boardgame. You take the scenarios and plop down the minis as if they were game pieces, and once the "mission" is over, PCs are put away.

Bad wrong fun, much? So what if that's how his group plays the game? It is, after all, a GAME. It's not unreasonable for people to approach it as one and expect that rewards found in the game can be used for in-game benefits. In playing through PotA, my players found monetary treasure to be not particularly useful, especially later in the game.
 

Bad wrong fun, much? So what if that's how his group plays the game? It is, after all, a GAME. It's not unreasonable for people to approach it as one and expect that rewards found in the game can be used for in-game benefits. In playing through PotA, my players found monetary treasure to be not particularly useful, especially later in the game.


Why, how mighty disingenuous of you to cut my quote off and not include the very next part where I say if that's his playstyle, that's perfectly fine. So no, not "badwrong fun". I said it's perfectly OK to play whatever style he wants, but if that style deviates from the assumed style the way the game is designed, then it's up to you to make those changes and not fair to criticize the game and/or the designers.
 

If you don't know what gold is for, run Curse of Strahd.

1.) Gear is ridiculously expensive (5-10 times PHB cost), making everyone worry about rations and ammo.
2.) There are few large pieces of wealth (in coin or gems) that the PCs can get to outside the Castle. The PCs tended to be perpetually broke.
3.) Even when they did get rich, there were few high-end items (Plate armor, ships, buildings) to buy in the first place.
4.) Magical items are equally rare and mostly centered in the Castle.

My group spent most of their low to mid levels in their starting gear and only got a few minor items before level 8, when they started finding the "good" treasure. It was a real different experience than the more treasure-laden D&D of the past, and it really got the group excited for every gold piece.
 

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