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General Tabletop Discussion
*Dungeons & Dragons
A use for gold: funding expeditions
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<blockquote data-quote="Uller" data-source="post: 6586944" data-attributes="member: 413"><p>We've had several threads regarding what is the use for gold in the absence of magic/gear upgrade economy. I've been playing a bit of the early access of the crpg Darkest Dungeon. Think Xcom meets d&d meets HP Lovecraft.</p><p></p><p>One of the main uses for loot in the game is financing your next expedition. Over plan and spend too much it hurts your bottom line. Underspend or bring the wrong gear and it hurts the performance of your characters. There is a real tie between money and game elements.</p><p> </p><p>This has me thinking. How can we make a similar tie in 5e? One way that comes to mind is making the effectiveness of a long rest dependent on the conditions in which you rest. We could use the same conditions as lifestyles in the living expenses rules (but different costs...living comfortably in the wilderness would be a far cry more expensive than in a town).</p><p></p><p>Think of how, after a foray into a dungeon, the party's ability to recover might be impacted by their camping conditions. Sleeping on the bare ground with nothing other than a cloak to keep you warm and nothing other than trail rations to eat is very different from a large warm tent, comfortable bedding, servants to do the cooking and men at arms to keep the watch. How would these differences affect hp/HD recovery, spell slot recovery and preparation, recovery of class features and recovering from effects like poison or life drain?</p><p></p><p>What would be the costs associated with maintaining such a camp? What about the risks and complications? Is it possible to come up with rules that neatly abstract the specifics away so players and DMs don't have to worry about tracking minutiae like how much food do the beasts of burden and retainers need? What skills can be used to improve camping conditions and how? Lots to think about. Not sure it is worth it but I am finding the recovery rules as they are make wilderness adventuring kind of boring. With only one or two encounters per day medium and easy encounters are too inconsequential to worry about and once you get past 5th level or so you have to have ridiculously dangerous wilderness areas with giants and the like wandering them to make them at all interesting. If we had rules that make rests less efective when in the wilderness that might change. I have some details in mind but I wanted to hear others thoughts first.</p></blockquote><p></p>
[QUOTE="Uller, post: 6586944, member: 413"] We've had several threads regarding what is the use for gold in the absence of magic/gear upgrade economy. I've been playing a bit of the early access of the crpg Darkest Dungeon. Think Xcom meets d&d meets HP Lovecraft. One of the main uses for loot in the game is financing your next expedition. Over plan and spend too much it hurts your bottom line. Underspend or bring the wrong gear and it hurts the performance of your characters. There is a real tie between money and game elements. This has me thinking. How can we make a similar tie in 5e? One way that comes to mind is making the effectiveness of a long rest dependent on the conditions in which you rest. We could use the same conditions as lifestyles in the living expenses rules (but different costs...living comfortably in the wilderness would be a far cry more expensive than in a town). Think of how, after a foray into a dungeon, the party's ability to recover might be impacted by their camping conditions. Sleeping on the bare ground with nothing other than a cloak to keep you warm and nothing other than trail rations to eat is very different from a large warm tent, comfortable bedding, servants to do the cooking and men at arms to keep the watch. How would these differences affect hp/HD recovery, spell slot recovery and preparation, recovery of class features and recovering from effects like poison or life drain? What would be the costs associated with maintaining such a camp? What about the risks and complications? Is it possible to come up with rules that neatly abstract the specifics away so players and DMs don't have to worry about tracking minutiae like how much food do the beasts of burden and retainers need? What skills can be used to improve camping conditions and how? Lots to think about. Not sure it is worth it but I am finding the recovery rules as they are make wilderness adventuring kind of boring. With only one or two encounters per day medium and easy encounters are too inconsequential to worry about and once you get past 5th level or so you have to have ridiculously dangerous wilderness areas with giants and the like wandering them to make them at all interesting. If we had rules that make rests less efective when in the wilderness that might change. I have some details in mind but I wanted to hear others thoughts first. [/QUOTE]
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