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[+] Design & Development: Wealth Curves
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<blockquote data-quote="CapnZapp" data-source="post: 7351073" data-attributes="member: 12731"><p>I start a new thread in the hopes this will make a neat and tidy reference for other threads. </p><p></p><p>A "wealth curve" is essentially answering the question <em>How much gold do you (the DM, the adventure writer, the game designer) intend to hand out to each adventurer over his or her career?</em></p><p></p><p>Let's begin with the "starting curve", drawing from the DMG Starting Equipment table on page 38. One major reason to include this curve is to impress upon each and everyone of us that 5th edition does not need gold (and by extension magic items) to function. </p><p></p><p>Choose this curve if you like <em>not</em> having to think about what millionaire PC heroes do to the local (or not so local) economy. Choose this curve if you are not bothered by the fact that if you do include a magic item economy, the difference in price between a low-level item and a high-level item will be rather small. </p><p></p><p>This curve is my extrapolation of the only three solid data points given by the table (at levels 5, 11 and 17). </p><p></p><p>There are two variants of the curve at its higher end. I made Starting B to feature a second dip with the same coefficient as the one at level 11 - it ends up at 33750 gp at level 20. Starting A does not, and ends up at 55000 gp.</p><p></p><p>Both end points are very low compared to how D&D is and has been designed. As the subsequent curves will illustrate. But remember that in 5E there is no "wrong curve" - since your game will keep working even without any gold or items whatsoever.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7351073, member: 12731"] I start a new thread in the hopes this will make a neat and tidy reference for other threads. A "wealth curve" is essentially answering the question [I]How much gold do you (the DM, the adventure writer, the game designer) intend to hand out to each adventurer over his or her career?[/I] Let's begin with the "starting curve", drawing from the DMG Starting Equipment table on page 38. One major reason to include this curve is to impress upon each and everyone of us that 5th edition does not need gold (and by extension magic items) to function. Choose this curve if you like [I]not[/I] having to think about what millionaire PC heroes do to the local (or not so local) economy. Choose this curve if you are not bothered by the fact that if you do include a magic item economy, the difference in price between a low-level item and a high-level item will be rather small. This curve is my extrapolation of the only three solid data points given by the table (at levels 5, 11 and 17). There are two variants of the curve at its higher end. I made Starting B to feature a second dip with the same coefficient as the one at level 11 - it ends up at 33750 gp at level 20. Starting A does not, and ends up at 55000 gp. Both end points are very low compared to how D&D is and has been designed. As the subsequent curves will illustrate. But remember that in 5E there is no "wrong curve" - since your game will keep working even without any gold or items whatsoever. [/QUOTE]
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