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Forget about the treasure and pricing system of 5E!
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<blockquote data-quote="Tallifer" data-source="post: 7259799" data-attributes="member: 84661"><p>[ATTACH]90168[/ATTACH]</p><p>Treasure is such a headache for me as a dungeon master with no time between sessions that I simply avoid awarding much of it. I rarely use published modules, but even when I do, I ignore the written treasure unless it is particularly interesting. I do however like to throw in weird stuff to puzzle and gratify the players.</p><p></p><p>As for gold, I just adjudicate whether a player can buy or pay for something according to an approximate wealth level. Hardscrabble beginners or a party down on its luck can hardly afford a night at an inn; successful adventurers do not worry about daily expenses or renting mules or buying mundane equipment; parties that receive notable rewards from the powers that be can live like lords.</p><p></p><p>No magic shoppes in my 5E game however since items are unnecessary for battlefield success.</p></blockquote><p></p>
[QUOTE="Tallifer, post: 7259799, member: 84661"] [ATTACH=CONFIG]90168._xfImport[/ATTACH] Treasure is such a headache for me as a dungeon master with no time between sessions that I simply avoid awarding much of it. I rarely use published modules, but even when I do, I ignore the written treasure unless it is particularly interesting. I do however like to throw in weird stuff to puzzle and gratify the players. As for gold, I just adjudicate whether a player can buy or pay for something according to an approximate wealth level. Hardscrabble beginners or a party down on its luck can hardly afford a night at an inn; successful adventurers do not worry about daily expenses or renting mules or buying mundane equipment; parties that receive notable rewards from the powers that be can live like lords. No magic shoppes in my 5E game however since items are unnecessary for battlefield success. [/QUOTE]
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Forget about the treasure and pricing system of 5E!
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