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Creating a Wealth Score in 5e D&D
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8381230" data-attributes="member: 7023840"><p>Here's my two coppers-</p><p></p><p>I would approach the issue from the opposite point of view. In other words, getting gold, getting <em>stuff </em>is part of what makes D&D fun and distinct from the other TTRPGs.</p><p></p><p>There are many good things (and not-so-good things) about D&D, but the one things most people agree on is that it has a great reward loop. </p><p></p><p>It's the whole "zero to hero" thing. You start with nothing, you overcome obstacle and you get more stuff (more money, more power, more magic items, more abilities, etc.), and you use the stuff you've gotten to overcome even tougher obstacles and get even cooler stuff. </p><p></p><p>Rinse, repeat. The accumulation of gold, as a tangible thing to mark your progress in the world and that you use, is part of that reward mechanism. </p><p></p><p>Now, here's the problem with 5e (hardly a new observation)- 5e doesn't really give you enough to do with your money. Past the early levels, the game provides too much money, and too little to spend it on. Basic economics and psychology kicks in here- if you give someone a lot of money, and nothing that they can spend it on, then the money itself isn't worth much, is it? It's not much of a reward. </p><p></p><p>So it's not a solution to replace gold and treasure with a "wealth level." That's as silly as replacing the need to track food with "two weeks of iron rations" that you never erase from your character sheet over the course of 5 years. If you're not going to track money, then don't track money. Assume players always have "enough." </p><p></p><p>The fundamental problem, and one I think that the OP correctly understands, is that 5e does not provide a particular reason to keep accumulating the gold after the first few levels, and for that reason, it becomes an exercise in busywork bookkeeping for a lot of groups. I would say that the preferred solution would be to find something worthwhile to spend the loot on, which would make that part of the game become integral again; failing that, just get rid of it entirely.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8381230, member: 7023840"] Here's my two coppers- I would approach the issue from the opposite point of view. In other words, getting gold, getting [I]stuff [/I]is part of what makes D&D fun and distinct from the other TTRPGs. There are many good things (and not-so-good things) about D&D, but the one things most people agree on is that it has a great reward loop. It's the whole "zero to hero" thing. You start with nothing, you overcome obstacle and you get more stuff (more money, more power, more magic items, more abilities, etc.), and you use the stuff you've gotten to overcome even tougher obstacles and get even cooler stuff. Rinse, repeat. The accumulation of gold, as a tangible thing to mark your progress in the world and that you use, is part of that reward mechanism. Now, here's the problem with 5e (hardly a new observation)- 5e doesn't really give you enough to do with your money. Past the early levels, the game provides too much money, and too little to spend it on. Basic economics and psychology kicks in here- if you give someone a lot of money, and nothing that they can spend it on, then the money itself isn't worth much, is it? It's not much of a reward. So it's not a solution to replace gold and treasure with a "wealth level." That's as silly as replacing the need to track food with "two weeks of iron rations" that you never erase from your character sheet over the course of 5 years. If you're not going to track money, then don't track money. Assume players always have "enough." The fundamental problem, and one I think that the OP correctly understands, is that 5e does not provide a particular reason to keep accumulating the gold after the first few levels, and for that reason, it becomes an exercise in busywork bookkeeping for a lot of groups. I would say that the preferred solution would be to find something worthwhile to spend the loot on, which would make that part of the game become integral again; failing that, just get rid of it entirely. [/QUOTE]
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