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Deconstructing 5e: Typical Wealth by Level
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<blockquote data-quote="doctorbadwolf" data-source="post: 7591300" data-attributes="member: 6704184"><p>Let them hire powerful hirelings, pay for expensive pets and exotic and/or very well trained mounts (including familiars), and raid the 4e Rituals for powerful and useful Magic’s that can only be performed ritually at the cost of material components that are consumed in casting. </p><p></p><p>Also, a stronghold or other home base can be made to provide adventuring benefits, such as training in new proficiencies faster, crafting magic items, upgrading existing magic items (either via a variant of crafting or by training with the item and unlocking greater power), researching in a library and gaining meta monster knowledge, advantage on exploration Checks in the next adventure, etc. </p><p></p><p>You can also replace magic items with other rewards, like training a bonus feat, a class feature from another class, a spell that isn’t on your class skill list (or once per day use even tho you don’t have spellcasting as a feature), etc. </p><p></p><p>You can also, in a pinch, give less treasure. </p><p></p><p>But I prefer consumables, rituals, companions, training in obscure techniques, upgrading magic items, and also adding a magic item economy to the game, along with adventuring benefits for having and investing in a stronghold of some kind.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7591300, member: 6704184"] Let them hire powerful hirelings, pay for expensive pets and exotic and/or very well trained mounts (including familiars), and raid the 4e Rituals for powerful and useful Magic’s that can only be performed ritually at the cost of material components that are consumed in casting. Also, a stronghold or other home base can be made to provide adventuring benefits, such as training in new proficiencies faster, crafting magic items, upgrading existing magic items (either via a variant of crafting or by training with the item and unlocking greater power), researching in a library and gaining meta monster knowledge, advantage on exploration Checks in the next adventure, etc. You can also replace magic items with other rewards, like training a bonus feat, a class feature from another class, a spell that isn’t on your class skill list (or once per day use even tho you don’t have spellcasting as a feature), etc. You can also, in a pinch, give less treasure. But I prefer consumables, rituals, companions, training in obscure techniques, upgrading magic items, and also adding a magic item economy to the game, along with adventuring benefits for having and investing in a stronghold of some kind. [/QUOTE]
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Deconstructing 5e: Typical Wealth by Level
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