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Creating a Wealth Score in 5e D&D
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<blockquote data-quote="Blue Orange" data-source="post: 8386370" data-attributes="member: 7025997"><p>There are a lot of good comments and suggestions here. These are my opinions only:</p><p></p><p>D&D is largely built around the acquisition of money and treasure (in addition to levels, of course), so tracking that works thematically. As you go up you can buy swords+2 or even a castle. (Of course, a real medieval nobleman had a lot of non-liquid wealth in terms of land holdings with various obligations to a liege lord and the like; you wouldn't really want to roleplay a bailiff feuding with the tax collectors over how many bushels of wheat the peasants were delivering. If anything it was probably <em>more </em>complicated as you couldn't punch your holdings into Morningstar Financial X-Ray to see how much they were worth, and nobody really knew that anyway.) </p><p></p><p>As Raduin711 says, modern-day games usually aren't built around getting rich; as such abstracting it makes sense. Also, wealth is somewhat more complicated, at least in the popular understanding--do you want to keep track of your fictional character's home value and stock portfolio? A modern-day game built around the acquisition of money? That's too much like real life, I think. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Blue Orange, post: 8386370, member: 7025997"] There are a lot of good comments and suggestions here. These are my opinions only: D&D is largely built around the acquisition of money and treasure (in addition to levels, of course), so tracking that works thematically. As you go up you can buy swords+2 or even a castle. (Of course, a real medieval nobleman had a lot of non-liquid wealth in terms of land holdings with various obligations to a liege lord and the like; you wouldn't really want to roleplay a bailiff feuding with the tax collectors over how many bushels of wheat the peasants were delivering. If anything it was probably [I]more [/I]complicated as you couldn't punch your holdings into Morningstar Financial X-Ray to see how much they were worth, and nobody really knew that anyway.) As Raduin711 says, modern-day games usually aren't built around getting rich; as such abstracting it makes sense. Also, wealth is somewhat more complicated, at least in the popular understanding--do you want to keep track of your fictional character's home value and stock portfolio? A modern-day game built around the acquisition of money? That's too much like real life, I think. ;) [/QUOTE]
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