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Forget about the treasure and pricing system of 5E!
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<blockquote data-quote="Nevvur" data-source="post: 7259582" data-attributes="member: 6783882"><p>Ya, there does seem to be some nostalgia behind the complaints. Every edition needs to be treated as its own system, even when the developers cast it as being inspired by various elements of its predecessors. A dynamic, wealth-based upgrade track didn't survive into this incarnation. As far as I'm concerned, that's a development choice, not a failure of the system. Might as well take Savage Worlds to task for not having a nitty-gritty combat system.</p><p></p><p>I don't say this to disparage those who find 5e's loot systems insufficient for their style of play. I hope they find a solution that works for them, but I think the chances of WotC releasing official guidance on this matter are slim to nil, even if people get vocal about it. We've seen other parts of the game receive greater negative criticism and remain unchanged. </p><p></p><p>If we, the players, were to design a formal system for wealth distribution, the difficulty I would have in using it would be context. One of the most baffling suggestions I've read so far is to link the amount of wealth acquired to encounter XP. Does a tribe of 14 goblins have the same amount of wealth as a werewolf? Does an ogre who ambushes travelers on a minor trade road have the same wealth as one who lives far beyond the outer limits of civilization? These are the kinds of questions that suggest to me <em>why</em> the developers didn't create a detailed system.</p><p></p><p>In any case, arguing whether the exclusion of said system constitutes a failure by WotC isn't productive, so if you want a fix, you should continue (start?) to work on an actual fix and just ignore the system's defenders - including me, per the first paragraph in this post.</p><p></p><p>In the interest of contributing something productive to the thread, may I suggest "specialized training" as an alternative to purchasing magic items as a wealth-based upgrade track? I feel that Ye Olde Magic Shoppe is a very short road to the DM losing control of encounter design. Keep the perks small and the costs high, e.g. 5000 GP can buy a wizard an additional 1st level spell slot, or grant the fighter +1 (non-magical) damage to her melee attacks. Maybe set level requirements? Whatever form the training takes may require some imagination by the DM and player, and probably a good chunk of downtime. But then, I've always felt that PCs advance way too quickly in chronological terms, so a good chunk of downtime might be in order.</p></blockquote><p></p>
[QUOTE="Nevvur, post: 7259582, member: 6783882"] Ya, there does seem to be some nostalgia behind the complaints. Every edition needs to be treated as its own system, even when the developers cast it as being inspired by various elements of its predecessors. A dynamic, wealth-based upgrade track didn't survive into this incarnation. As far as I'm concerned, that's a development choice, not a failure of the system. Might as well take Savage Worlds to task for not having a nitty-gritty combat system. I don't say this to disparage those who find 5e's loot systems insufficient for their style of play. I hope they find a solution that works for them, but I think the chances of WotC releasing official guidance on this matter are slim to nil, even if people get vocal about it. We've seen other parts of the game receive greater negative criticism and remain unchanged. If we, the players, were to design a formal system for wealth distribution, the difficulty I would have in using it would be context. One of the most baffling suggestions I've read so far is to link the amount of wealth acquired to encounter XP. Does a tribe of 14 goblins have the same amount of wealth as a werewolf? Does an ogre who ambushes travelers on a minor trade road have the same wealth as one who lives far beyond the outer limits of civilization? These are the kinds of questions that suggest to me [I]why[/I] the developers didn't create a detailed system. In any case, arguing whether the exclusion of said system constitutes a failure by WotC isn't productive, so if you want a fix, you should continue (start?) to work on an actual fix and just ignore the system's defenders - including me, per the first paragraph in this post. In the interest of contributing something productive to the thread, may I suggest "specialized training" as an alternative to purchasing magic items as a wealth-based upgrade track? I feel that Ye Olde Magic Shoppe is a very short road to the DM losing control of encounter design. Keep the perks small and the costs high, e.g. 5000 GP can buy a wizard an additional 1st level spell slot, or grant the fighter +1 (non-magical) damage to her melee attacks. Maybe set level requirements? Whatever form the training takes may require some imagination by the DM and player, and probably a good chunk of downtime. But then, I've always felt that PCs advance way too quickly in chronological terms, so a good chunk of downtime might be in order. [/QUOTE]
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