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D&D Lied To Me. Gp vs Sp
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<blockquote data-quote="Guest 7037866" data-source="post: 9377906"><p>When I get to play, I feel much the same. Even as DM, I don't focus much on the gold, etc. I hand out.</p><p></p><p>As much as I track things like time, food, and water for my groups; recently I've been thinking of shifting gears.</p><p></p><p>When you consider that classes offer starting equipment, which is coupled with background equipment, as a simpler and more stream-lined approach to equipment your PC, treating later "equipment upgrades" as rewards makes sense in some ways. Instead of getting 1500 gp for plate, a quest you did has the local noble commission the armor to be made for your PC. Silvered weapons, spyglasses, and anything beyond the basic level of equipment can also be handled this way.</p><p></p><p>PCs don't need to track or accumulate wealth unless there is a goal, but even most such goals can serve as rewards for adventuring. Consider a small town plagued by enemies. One of the local tavern's owner was killed and they have no heirs. Part of the town rewarding the PCs include granting them the tavern, which could be used as a local base or as a "place to retire" when a PC is done adventuring. That player doesn't have to accumulate enough gold to purchase or build such a tavern, the story provides one as an adventure.</p><p></p><p>So, other than regions where food might be hard to come by, rations might get depleted, etc. such mundane concerns are quickly losing their appeal. Unless part of the adventure really is the possibility of running out of supplies, there seesm little need to track it, or the money PCs would use to resupply themselves.</p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9377906"] When I get to play, I feel much the same. Even as DM, I don't focus much on the gold, etc. I hand out. As much as I track things like time, food, and water for my groups; recently I've been thinking of shifting gears. When you consider that classes offer starting equipment, which is coupled with background equipment, as a simpler and more stream-lined approach to equipment your PC, treating later "equipment upgrades" as rewards makes sense in some ways. Instead of getting 1500 gp for plate, a quest you did has the local noble commission the armor to be made for your PC. Silvered weapons, spyglasses, and anything beyond the basic level of equipment can also be handled this way. PCs don't need to track or accumulate wealth unless there is a goal, but even most such goals can serve as rewards for adventuring. Consider a small town plagued by enemies. One of the local tavern's owner was killed and they have no heirs. Part of the town rewarding the PCs include granting them the tavern, which could be used as a local base or as a "place to retire" when a PC is done adventuring. That player doesn't have to accumulate enough gold to purchase or build such a tavern, the story provides one as an adventure. So, other than regions where food might be hard to come by, rations might get depleted, etc. such mundane concerns are quickly losing their appeal. Unless part of the adventure really is the possibility of running out of supplies, there seesm little need to track it, or the money PCs would use to resupply themselves. [/QUOTE]
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