Blog (A5E) Level Up: Spending Gold (At Higher Levels)

One of the challenges with designing an advanced 5th Edition (A5E) is filling in some of the areas of the original (O5E) game which have room for expansion. We’ve looked previously at how we’re expanding the exploration pillar. This article takes a quick peak at ways to spend your gold at higher levels. Of course, at all levels characters can buy magic items and other equipment, but here...
One of the challenges with designing an advanced 5th Edition (A5E) is filling in some of the areas of the original (O5E) game which have room for expansion.

We’ve looked previously at how we’re expanding the exploration pillar. This article takes a quick peak at ways to spend your gold at higher levels. Of course, at all levels characters can buy magic items and other equipment, but here we’ll explore some other options.


cropped-ragesian-empire.jpg
 

log in or register to remove this ad

Faolyn

(she/her)
First off, as an "inexperienced" cook, I have to say that a free Hit Die of healing seems awfully generous. But I guess that depends on how crappy the rations are. What if they're halfling rations?

You might wish to adjust your stronghold costs for purpose, location, and quality as well (unless you have and didn't include it here). A large, spacious, drafty warehouse in a seedy docks isn't going to be as comparatively expensive as a smaller building made of better materials in a nicer part of town. This could be covered by a simple fraction multiplier.
 

Morrus

Well, that was fun
Staff member
First off, as an "inexperienced" cook, I have to say that a free Hit Die of healing seems awfully generous. But I guess that depends on how crappy the rations are. What if they're halfling rations?

You might wish to adjust your stronghold costs for purpose, location, and quality as well (unless you have and didn't include it here). A large, spacious, drafty warehouse in a seedy docks isn't going to be as comparatively expensive as a smaller building made of better materials in a nicer part of town. This could be covered by a simple fraction multiplier.
The article doesn’t go into the costs, but yes, they exist!
 


rules.mechanic

Craft homebrewer
I really like the stronghold mechanics - simple but giving value. And threats to your party's investments become a really strong adventure hook (that could be any of exploration or social or combat pillar). Great idea.
 


GKEnialb

Explorer
I love the concepts in general (especially crafting), but having the followers and strongholds be completely abstract really ruins it for me. It wouldn't be hard to put some rules in for dealing with them in a concrete way (maybe even an optional sidebar) for players who don't want their cook to travel through a dungeon with no chance of dying and just appear to serve them some HP stew.

Providing benefits for having strongholds is great, but there is too much ability bloat with 5E anyway, so it'd be good to see advantages that don't add to your abilities.
 

Faolyn

(she/her)
I love the concepts in general (especially crafting), but having the followers and strongholds be completely abstract really ruins it for me. It wouldn't be hard to put some rules in for dealing with them in a concrete way (maybe even an optional sidebar) for players who don't want their cook to travel through a dungeon with no chance of dying and just appear to serve them some HP stew.

Providing benefits for having strongholds is great, but there is too much ability bloat with 5E anyway, so it'd be good to see advantages that don't add to your abilities.
Agreed--followers shouldn't travel into obviously dangerous situations. Although what "obviously dangerous" means is up to interpretation, of course. Perhaps they don't leave strongholds, towns, and base camps. except to travel.
 

Morrus

Well, that was fun
Staff member
I love the concepts in general (especially crafting), but having the followers and strongholds be completely abstract really ruins it for me. It wouldn't be hard to put some rules in for dealing with them in a concrete way (maybe even an optional sidebar) for players who don't want their cook to travel through a dungeon with no chance of dying and just appear to serve them some HP stew.
Don’t worry. Your cook can die.
 

Stalker0

Legend
"Pets range from 5 gp bats and cats all the way up to a 75,000 gp tyrannosaurus rex."


"Bob its your turn"
"I don't want to"
"Bob we all agreed that we have to keep the grove up, and this is how we agreed to do it. Its your turn".
"But its like forever!"
"Eh, 5 years, 10 at the most. Hey if the owners are stupid and careless just eat them, no one would blame you!"
"But I feel so stupid as a T rex!"
"Bob its 75k man, think of the bigger picture here. Ok tell you what, how about we take a little of that money and get that townhouse you always wanted"
"The one that comes with the pretty cook?"
"The very same"
"Sigh, ok ok, I'll be a big stupid pet T Rex. Raar Raar"
"Bob we are going to need more enthusiasm if you are going to sell it. I mean the owner needs to think your trying to eat him"
"I'll eat you if you don't shut up"
 

Remove ads

Remove ads

Top