And for those that enjoy playing A&L, great. Personally, met very few people that do like it, but to each it's own i guess.Bingo. This is why gold is so popular as players tend to view giving them gems and objects of art as unnecessary extra steps they take to convert it into fungible gold. I think any rewards given to the PCs should definitely work as a reward to the PCs without being a burden. And quite frankly, like you said, we're not playing Accounts & Ledgers we're playing D&D. Though some players really do like playing A&L in addition to D&D.
Pound for pound, gems are better. That bar of gold is roughly 105 carats of diamonds. 12.5 kg of gold vs 21 grams of diamonds (1 carat is 0.2 grams). So yeah, small bag of diamonds is better for large purchases. Problem with art is that it's not that liquid and for best value you must find right collector. Sometimes, that can be fun side quest on it's own. Just not very often. Big thing with gold is that it's highly liquid and gold being soft metal, you can brake gold jewelry or coins to smaller bits for lesser purchases. Something you can't do with diamonds. So few gold coins for daily purchases and gems for larger ones.So what are some advantages objects of art or jewelry might have over gold? A pound of gold is worth 50 gold pieces. In real life, a London Good Delivery Bar, a bar of gold notable for its large size and purity, is on average a little over 27 pounds, so in D&D terms it's worth 1,200 gold pieces. That kind of weight really starts to add up when you're expected to transport it. i.e. Haul it from a dungeon to back to your base of operations. And it's not really a practical amount to carry around as spending money. A moonstone jewel is worth 50 gold, and while the DMG doesn't say how much it weight, I'm going to assume it's about the size of a gemstone. i.e. It's weight is negligible. For day-to-day interactions you probably need gold, but maybe you can use gems for larger purchases? Instead of carrying 30 pounds of gold maybe a few ounces of gems will do the trick?
Totally agree with you. In 5e, once your heavy armor users get to that full plate, there is little use for more money. In older editions, we hoarded money like crazy for buying magic items. With magic item sales gone, there isn't much you can buy past mundane stuff to make your character better at their job.I pretty much agree with @Oryzarius' list of reasons why rewards are given in games. It's probably not an exhaustive list, but it's a great start. Ultimately, I think the key here is that you want to make sure the rewards are meaningful to the players. My beef with 5th edition is that after a certain point gold became meaningless, but it takes a bit more effort to make other rewards have a tangible meaning in the game.
That's cool. Sometimes that stuff works. In the end, rewards are for players. If they get something they want for their characters, it gives them sense of accomplishment. No, pat on the back and "Good work old chap." isn't rewardOne of my players wants a pet dinosaur. I mean his character does. Maybe the player does too, but I can't do anything about that. I'm actually in a good position to have a pet dinosaur be part of the treasure during the next session. They're finding a group of gourmands and I had planned on them finding a storage area with a bunch of exotic animals in captivity. Adding a young dinosaur is trivially easy and I can focus part of the campaign on the PC training the darn thing.
In our current game, we just hit lv 8. We have all the best mundane gear. We have enough money. We are currently in the middle of the dungeon and we looted very few things. I think we found chest with like 7000 silver and 1000 gold coins and just went - meh, leave it. Unless it's something cool or magical, no interest in hauling it.