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Consequence and Reward in RPGs
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<blockquote data-quote="Lanefan" data-source="post: 7716188" data-attributes="member: 29398"><p>Depends if your DM is/was also properly using and applying the rules that drained said wealth:</p><p></p><p>- training for level-up</p><p>- magic - and mundane, for that matter - items having to save every time their bearer got hit with anything big e.g. fireball (save vs. magic fire) or a giant's boulder (save vs. crushing blow) etc.</p><p>- living costs during downtime, including mundane gear replacement (small amounts but they can sure add up)</p><p>- for clerics and paladins, sacrifice (direct to deity) or donation (to one's temple) of a portion of wealth acquired (I think something similar may have also applied to Monks but I might be conflating with a houserule here)</p><p>- costs for services e.g. spellcasting (for example: to get an NPC to cast Raise Dead for you is, by RAW, mighty costly)</p><p>- for arcane casters, spell research and acquirement costs</p><p>- for thieves and assassins, guild dues and contributions</p><p>- payment of henches, followers, and similar</p><p></p><p>Further, as I mentioned a few posts back treasure of all kinds was the primary reward mechanism in 1e. Given that, seeing a lot of it only made sense...though (and this is another difference between 1e and the recent ones) there was much more of an easy-come-easy-go mentality kind of built in - lots of wealth and lots of things you had to spend it on.</p><p></p><p>Lan-"gimme some money"-efan</p><p></p><p>EDIT: p.s. something else to consider with 1e published modules is that while there's often boatloads of treasure in them to be found it was a rare party indeed that found all of it, or even a large portion of it.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7716188, member: 29398"] Depends if your DM is/was also properly using and applying the rules that drained said wealth: - training for level-up - magic - and mundane, for that matter - items having to save every time their bearer got hit with anything big e.g. fireball (save vs. magic fire) or a giant's boulder (save vs. crushing blow) etc. - living costs during downtime, including mundane gear replacement (small amounts but they can sure add up) - for clerics and paladins, sacrifice (direct to deity) or donation (to one's temple) of a portion of wealth acquired (I think something similar may have also applied to Monks but I might be conflating with a houserule here) - costs for services e.g. spellcasting (for example: to get an NPC to cast Raise Dead for you is, by RAW, mighty costly) - for arcane casters, spell research and acquirement costs - for thieves and assassins, guild dues and contributions - payment of henches, followers, and similar Further, as I mentioned a few posts back treasure of all kinds was the primary reward mechanism in 1e. Given that, seeing a lot of it only made sense...though (and this is another difference between 1e and the recent ones) there was much more of an easy-come-easy-go mentality kind of built in - lots of wealth and lots of things you had to spend it on. Lan-"gimme some money"-efan EDIT: p.s. something else to consider with 1e published modules is that while there's often boatloads of treasure in them to be found it was a rare party indeed that found all of it, or even a large portion of it. [/QUOTE]
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