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[+] Design & Development: Wealth Curves
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<blockquote data-quote="CapnZapp" data-source="post: 7351129" data-attributes="member: 12731"><p>Let me take a practical example of what all this is about. </p><p></p><p>I'm currently DM'ing Tomb of Annihilation for a party of 4-6 heroes (we play even when one or two people can't show up). The party is currently level 8 so I anticipate having to reinforce the Omu and dungeon chapters somewhat. I am using magic item shoppes to supply most magic items (but they still find some as loot).</p><p></p><p>Now, I've loosely kept to the XP=GP curve so far. The blue Typical curve is a recent creation by Tankschmidt and so it was unknown to me. The characters have spent ~11,000 gp on the following price list: <a href="http://www.enworld.org/forum/showthread.php?595068-ToA-The-many-and-fabulous-bazaars-of-Port-Nyanzaru" target="_blank">http://www.enworld.org/forum/showthread.php?595068-ToA-The-many-and-fabulous-bazaars-of-Port-Nyanzaru</a> and maybe half that during the low levels back in the Sword Coast (they arrived to Chult at level 5). They have maybe 10,000 gold right now, but are currently exploring the ruins of Hisari (=they're nowhere near Port Nyanzaru or any other shoppe).</p><p></p><p>Now I have a choice to make. To stick with xp=gp or to switch over to Typical. </p><p></p><p>I don't think the campaign will last until tier IV, so the hyperinflation of those levels should luckily be a non-issue. </p><p></p><p>Still, do I keep awarding wealth so they soon reach 50K or do I hold back to they gain 50K only by level 11. </p><p></p><p>Do I need to prepare the next version of the Port Nyanzaru price lists for adventurers with maybe 65,000 in their pocket or "only" for half that?</p><p></p><p>Questions, questions...</p><p></p><p>It is in this regard having this thread will be a great help for me (no more guesswork!), and hopefully for you as well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>PS. To be sure, while I'm using the xp=gp curve I do <strong>not</strong> use "xp for gp". I just like the curve <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Also, before "Typical" was available, the Character Advancement curve was the most officially 5th-ish I could get, and thanks to Blog of Holding I knew how to get there. </p><p></p><p>Obviously, if characters need to spend 1 gp for each xp, and you offer magic shoppes, they effectively need to choose between levelling and buying magic items. Nothing wrong with this, assuming you're experienced enough as a DM to think on your feet as you can't predict the average party level. I would think this need to metathink "does my hero benefit more from a level or a shiny +1 thing" could be great fun! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>But if you want the game to work as close as possible to the situation where you didn't force xp for gp you basically need to double the wealth of your game. Choose the burgundy wealth curve and then double the indicated gp amounts. This way, each time you find 2 gp, you can save one for your next shoppe visit and one for the xp.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7351129, member: 12731"] Let me take a practical example of what all this is about. I'm currently DM'ing Tomb of Annihilation for a party of 4-6 heroes (we play even when one or two people can't show up). The party is currently level 8 so I anticipate having to reinforce the Omu and dungeon chapters somewhat. I am using magic item shoppes to supply most magic items (but they still find some as loot). Now, I've loosely kept to the XP=GP curve so far. The blue Typical curve is a recent creation by Tankschmidt and so it was unknown to me. The characters have spent ~11,000 gp on the following price list: [url]http://www.enworld.org/forum/showthread.php?595068-ToA-The-many-and-fabulous-bazaars-of-Port-Nyanzaru[/url] and maybe half that during the low levels back in the Sword Coast (they arrived to Chult at level 5). They have maybe 10,000 gold right now, but are currently exploring the ruins of Hisari (=they're nowhere near Port Nyanzaru or any other shoppe). Now I have a choice to make. To stick with xp=gp or to switch over to Typical. I don't think the campaign will last until tier IV, so the hyperinflation of those levels should luckily be a non-issue. Still, do I keep awarding wealth so they soon reach 50K or do I hold back to they gain 50K only by level 11. Do I need to prepare the next version of the Port Nyanzaru price lists for adventurers with maybe 65,000 in their pocket or "only" for half that? Questions, questions... It is in this regard having this thread will be a great help for me (no more guesswork!), and hopefully for you as well :) PS. To be sure, while I'm using the xp=gp curve I do [B]not[/B] use "xp for gp". I just like the curve :) Also, before "Typical" was available, the Character Advancement curve was the most officially 5th-ish I could get, and thanks to Blog of Holding I knew how to get there. Obviously, if characters need to spend 1 gp for each xp, and you offer magic shoppes, they effectively need to choose between levelling and buying magic items. Nothing wrong with this, assuming you're experienced enough as a DM to think on your feet as you can't predict the average party level. I would think this need to metathink "does my hero benefit more from a level or a shiny +1 thing" could be great fun! :) But if you want the game to work as close as possible to the situation where you didn't force xp for gp you basically need to double the wealth of your game. Choose the burgundy wealth curve and then double the indicated gp amounts. This way, each time you find 2 gp, you can save one for your next shoppe visit and one for the xp. [/QUOTE]
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