Peter BOSCO'S
Explorer
"Living like a Rock-star" is 10Gp per day, so even one million GP's will last less than 274 years. Therefore elves are going to need to be the greediest.
I said no such thing. This is what I said: "As a player, even when playing a Rogue, I don't really care about gold. My character might, but it doesn't make much of a difference to me." I thought I made it fairly clear that while I - the player - don't care about wealth that my character might. How you made the leap from that to bad role playing is a mystery that will likely never be solved.How can you say you're roleplaying a character when you admit your character desires being wealthy (as most people do) but then say you don't roleplay that desire?
I already do that but I don't find that to be particularly fun or interesting because it doesn't have anything to do with the core game play which is adventuring. But if I'm spending gold as part of an effort to gather information that's part of the adventure that's fun. But I typically don't need an excessive amount of gold we get from adventuring to accomplish that.If you got into your characters head, I'm sure you could think of tons of stuff to do with that gold. Everything from donating it to the needy and poor (a noble LG Paladin) to a boat party with cocaine and hookers (a CN Rogue) to building a dark keep, and employing a mercenary company on retainer, plus an assassin or two (LE Fighter).
"Living like a Rock-star" is 10Gp per day, so even one million GP's will last less than 274 years. Therefore elves are going to need to be the greediest.
You've got to spend gold to find a worthy smith, and then pay that smith for his work. He'll probably insist on using Really Good Sword materials, so either you have to pay for those (if the smith has them), or quest for them if he doesn't. Fighting or bribing entire clans/tribes of dwarves/orcs for their Really Good Sword materials will cost a pretty penny.Yes, strongholds are a very nice, but what about characters that are not interested in that, but just want a really, really good sword?
I find it liberating that gold isn't tied to mechanics or advancement in 5e. It opens up for players to spend gold for roleplaying purposes and for me as DM to create plot goldsinks, as it should be.
So, infinite rations, healing potions, hirelings, antitoxins, Purple worm venom and such?I'm currently a player in an Eberron campaign and the DM pretty much did away with money. "Whatever expenses you have you've got the gold for as long as you're not trying to buy a castle or something." So none of us keeps track of the amount of gold we have. So it's nice to have a campaign were none of us really cares about how much gold we're going to make.
We started the campaign at 5th level. But I've been playing D&D for more than 30 years now and the last time I can recall keeping track of rations was when the first Bush was president. The way I see it, I'm playing a game called Dungeons & Dragons which is all about larger than life heroic figures battling evil forces within a high fantasy milieu. If I wanted the tedium of keeping track of every gold piece or odd bit of gear and provisions, I'd go look for a game called Ledgers & Larders.So, infinite rations, healing potions, hirelings, antitoxins, Purple worm venom and such?
Sure, what about the rest?We started the campaign at 5th level. But I've been playing D&D for more than 30 years now and the last time I can recall keeping track of rations was when the first Bush was president. The way I see it, I'm playing a game called Dungeons & Dragons which is all about larger than life heroic figures battling evil forces within a high fantasy milieu. If I wanted the tedium of keeping track of every gold piece or odd bit of gear and provisions, I'd go look for a game called Ledgers & Larders.
I've never played in a campaign with a significant number of hirelings and I think I'd just tell the players to be reasonable about how many healing potions and purple worm venom they might have.Sure, what about the rest?
My players and I haven't relied on the game for gold use in decades. I've had some pay for new temples to their god in towns and cities. I've had others buy patents of nobility in order to become more upwardly mobile. Still more have decided to donate it to growing the town that they fell in love with and making it larger and more prosperous.Exactly, like not having fixed magic items value liberates the DM and frees him to introduce fun items with various powers rather than giving +X items so that the power curve is respected.
At worst, the gold is not used, so it's not a problem in any case.