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Forget about the treasure and pricing system of 5E!
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<blockquote data-quote="Warmaster Horus" data-source="post: 7259541" data-attributes="member: 6785438"><p>Obviously we're playing different games, then. There's an expectation of currency in D&D and always has been. Originally you counted treasure as experience, even. The computer-game-RPG-effect came in hard with 3e where you were expected to till your treasure into more baubles to enhance your character and such items were nigh required to be effective at higher levels. I think this followed in 4e (the edition I took off) and it's impact continues today because of that history.</p><p></p><p>However 5e cleaned up this model by trying to trim the necessity of 'powerups' with mechanics like attunement, scaling class abilities and the recommendation that the magic item section of the DMG was for loot an not necessarily an Amazon.com wishlist for gp. My conclusion after reviewing comments by various WotC designers is that this has been a conscious effort due to player feedback.</p><p></p><p>This does leave an issue of what to do with currency. It has to be there because D&D has always had gold. The divide in this thread seems to be that of gold having a game-mechanic impact vs a story impact. Frankly there can be both. Pushing that decision to the DM makes sense to me because it seems like a foundational element you would set in a campaign. I'd recommend products like Adventurer, Conqueror, King and stuff out of older D&D editions like the Stronghold Builder's Guide to a DM who wants more options because gold is somewhat version-agnostic.</p><p></p><p>As for being 'proven' wrong. Whatever. There is something to the need for what do when not adventuring as we've seen with UA's (and soon to be XGtE) downtime activities, which include the use of gold and I'm glad it's coming. I don't think it's necessary because a DM can come up with the same stuff that's tailored to their game, but it doesn't hurt.</p></blockquote><p></p>
[QUOTE="Warmaster Horus, post: 7259541, member: 6785438"] Obviously we're playing different games, then. There's an expectation of currency in D&D and always has been. Originally you counted treasure as experience, even. The computer-game-RPG-effect came in hard with 3e where you were expected to till your treasure into more baubles to enhance your character and such items were nigh required to be effective at higher levels. I think this followed in 4e (the edition I took off) and it's impact continues today because of that history. However 5e cleaned up this model by trying to trim the necessity of 'powerups' with mechanics like attunement, scaling class abilities and the recommendation that the magic item section of the DMG was for loot an not necessarily an Amazon.com wishlist for gp. My conclusion after reviewing comments by various WotC designers is that this has been a conscious effort due to player feedback. This does leave an issue of what to do with currency. It has to be there because D&D has always had gold. The divide in this thread seems to be that of gold having a game-mechanic impact vs a story impact. Frankly there can be both. Pushing that decision to the DM makes sense to me because it seems like a foundational element you would set in a campaign. I'd recommend products like Adventurer, Conqueror, King and stuff out of older D&D editions like the Stronghold Builder's Guide to a DM who wants more options because gold is somewhat version-agnostic. As for being 'proven' wrong. Whatever. There is something to the need for what do when not adventuring as we've seen with UA's (and soon to be XGtE) downtime activities, which include the use of gold and I'm glad it's coming. I don't think it's necessary because a DM can come up with the same stuff that's tailored to their game, but it doesn't hurt. [/QUOTE]
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