D&D 5E (2024) Gold & Other Treasure (Can we get off the treadmill?)

If what you're saying is that you cannot ever ask for something to become better, I vehemently disagree.
No, that's not what I'm saying at all. In fact, you don't seem to actually be reading what I, or anyone, is saying, just parsing for individual words you can get mad at.

You get mad at well-intended suggestions, you get mad at mild disagreement, you get mad at people agreeing with you because you're looking for fights, rather than a conversation.

I hope you find a game that makes you happy, but it feels like you're sabotaging yourself in that regard. Peace.
 

log in or register to remove this ad

You make it sound as if gold is only used for your character, and it isn't. It is used for so much more. Here are just some examples:
All of your suggestions sound fantastic. But other than buying potions, none of that is the default for D&D. What I'm arguing is WotC should either write some rules designed to siphon gold from PCs in a way that's fun and rewarding or just stop giving out so much treasure. Honestly, I'm fine either way.
 

Helping people through acomplishing quests is a fair argument to make. But currying favor? Helping through spending coin? Not so much. Indeed, its usually the opposite - adventurers generally expect to GET coin or random magic knick-nacks as a reward for the quest, not the opposite. Charity is usually low on the list of adventurer-things-to-do.
I'm thinking of the Batman problem. Why doesn't Bruce Wayne simply buy off The Riddler, Joker, Bane, Penguine, or any of the other yahoos in his rogue's gallery? The real reason is that would be extremely boring for the audience. Who wants to read that? But in world, many of those people have motivations that are a little more complex than greed. And even if it's just greed, it's a bad idea to get into the habit of rewarding people like Penguin with wealth when they threaten violence.

There was an episode of, Justice League I think, were Batman was captured and used psychological manipulation to free himself. Throughout the episode the audience is left to wonder which villain is Batman's mole, and at the end you find out it was the intelligent ape, Gorilla Grod(?), who helped Batman out in exchange for a large financial donation being made in Grod's name to a classical music radio station. That was fun.
 
Last edited:

More like adding a spoiler to a vehicle. Its an aesthetic head fake to performance. Car still runs perfectly fine without it.
No it is not anything like a spoiler to a [functioning] vehicle because the core of 5e was deliberately designed to not run at all in a key area. We are talking about a game that needs to be built with actual functionality, your analogy only works if you move from talking about modifying a functioning vehicle to a dust collecting decorative model. You can't "tune" performance or the perception of it in an area where the expected metric is torn out from the base capabilities.
 


Reading through this thread, and thinking about many of my recent games... I wonder about something.

People keep making a statement, and it is a statement that has been made for a long time, "DnD is a game about killing things and taking their stuff, so you can kill more powerful things and take their stuff."

...

Is it though?

Let me throw down a handful of recent/current characters of mine to illustrate my point.

1) Elf Barbarian: Their goal is to kill a necromancer who defiled a sacred grove and experimented on a sacred dryad. We've been in a few combats, they have only ever once "looted" anything, and that was when we killed a bunch of magical wolves, and as a hunter they skinned and prepped the wolves to not be wasteful. They didn't even want to sell the pelts and meat, because they don't agree with capitalism, coming from a society built on more egalitarian principles. They want to kill things, but they do so to protect the area or accomplish goals, not for the stuff those things have. And getting gear to be more powerful is something I've mentioned is going to be a struggle for this character and their intentions.

2) Half-Elf Druid. Goal was to find a worthy Mistress to serve, after being banished from the Feywild for a completed contract. Played this character for years. They never really desired treasure. In fact, I remember clearly an event where they had accidentally insulted another character, and gave 900 gp to the party rogue so they could get an apology gift for them. Now, as a player, I did end up requesting some specific loot, to shore up some weaknesses in the druid spellcasting, and the character WAS pursuing a specific magical item to replicate fey glamour, but they really only killed things because those things attacked them, and they only really took treasure because why not. It wasn't a motivator for them.

3) Human Warlock. Goal was to rebuild society after the apocalypse. They were a character who was constantly seeking goods and items... to bring back to their community and help people survive in an upended world. Due to their pact, they needed wealth of a certain status (they were in a marriage pact) but they didn't care about money or loot for their own personal needs. It was just the tool to get them what they really wanted, a rebuilt society and fulfilling their pact so that their community had the backing of powerful beings to protect them.

4) Harengon Paladin. Goal was to rebuild the guild he inherited and protect the people of the city. Again, loot wasn't a motivator, really. He took jobs for money because he was rebuilding a business, but that business was also just a tool to do more good in the city, and to honor the man who left it to him in their Will.

But okay, maybe I'm just the weird one, right? After all, I'm sure a lot of people will say "but MY character is motivated by wealth and loot to get stronger to get more wealth and loot!" So, how about some of the PCs I've DM'd for?

1) Kobold Sorcerer. Goal is to build their own tribe. They actually do almost fit the definition. They are money focused, and they want to get stronger to defeat the dragon that cast them out... but they also are far more motivated by the goal of building a tribe and rising to their proper status as a God.

2) Various characters in a human only campaign. Goal was to accomplish their mission. They were a military unit sent to investigate an undead plague and see if they could stop it. None of them really cared about money or loot.


Now, I'm sure someone is thinking "but if I don't give rewards to my players, they are going to get upset!" And this is true. I've experienced it myself. Go too long without rewarding the player's for their efforts, and they start getting annoyed. But that isn't because they are playing with the purpose of getting loot to get stronger to get better loot, it is more accurately because they've done a lot of work, and gotten no reward. And I think this is where the actual problem is laying.

See, I can't think of anyone I know who would be happy getting gold and then having to use that gold to level up. There is a reason the game moved away from that model, after all. It feels more like a punishment to implement that rule, rather than a reward. And the reason players get unsatisfied with having gold and nothing to spend it on, is because gold is given as their reward for their work... but they can't utilize it. And a reward that doesn't get used is useless, and therefore it feels like they aren't actually getting rewarded.

I know this seems like I'm just arriving back at the same place, but I think the angle here is important. I don't think the question truly is "what can I do to make them spend their gold" but instead "how can I reward my players for accomplishing tasks in the game?" Because, if you make gold useful for increasing what they can do, or accomplishing their real goals, then it will feel like a reward and you've succeeded. But if you instead reward them with OTHER things, then you don't need to worry as much about giving them gold, because they don't usually actually want gold. They want a reward, gold is just an easy, mindless reward we can give out that takes minimal effort.
TY, and no, you are not a weird one.
 

That's the thing. I SHOULDN'T HAVE TO LOOK BEYOND WOTC FOR THAT. Its their job to provide tools for storytelling. I'm paying THEM real money to do it.

That's not only a cop out, its also giving DMs more homework to do, which is not good.
Honestly, that's just too bad. Screaming about WotC's failings here won't accomplish anything. I know of what I speak.
 

The opposite is "WotC creating opportunities for gold spending in the core books" as opposed to "tables having to figure this out themselves." Not "the players figured out their own gold sinks" because, fundamentally, the DM is responsible for how the world responds to players; the two are fundamentally interrelated.
That was my point in saying we are playing an adventure path by published by WoTC, they have it figured out. The players figuring it out was due to WoTC providing the opportunities. As for the DM responsible for how the world responds to players, you are 100% correct. And if a player chooses to put gold into something, say a charitable cause...
If you want to throw money at charitable causes, great, good for you. But it doesn't matter to stories unless the DM makes it matter. They're either going to ignore the gold spending (at which point, its no different than flushing it down a toilet), or have to spend some amount of energy weaving it into the story (even if its as an occasional throwaway comment). Spend it on luxury? Again, it doesn't matter unless the DM goes out of their way to make a story about it - most adventures simply don't care, as you simply spend a few nights, and then continue the adventure, many of which are away from civilizations.
The DM responds. It is their job. It is what they signed up for. What type of DM is going to ignore a cleric donating 1000s of gold to their church? Making it like they're "flushing it down the toilet?" The answer - not a very good DM. In fact, I would argue it is one that is not even doing the basic job of the DM, which is exactly what you said it was - being responsible for how the world responds to players. As for luxury - how does that not matter? I guess it doesn't if you exclude the RP pillar from your game. But if you do use that pillar, it matters a lot. Spend coppers on a night's stay is sure to introduce to a different set of NPCs than spending dozens of gold.
The fundamental problem with gold in 5e is that, other than beginning gear (including plate armor), the only real costs are certain spells (or scribing a wizard grimoire) requiring expensive materials. Renting out inn rooms isn't really a noticable drain, and fundamentally it doesn't really matter how much you spend on it - or, hells, don't spend any and live in a tent - unless the DM goes out of their way to make it matter.

So long as the game gives out treasure (as outlined in the DMG) and relies on the DM/players to figure out what to do with it, there's a fundamental issue.
We obviously strongly disagree on that bolded statement. I guess the above to, but I discussed that in the section above.

The DM/players must figure out what to do because no one book could ever encompass all the options. The DMG and PHB gives outlines specifically for this. But, if you are going to ignore the RP pillar of play, and make sure the PCs' only objective is to kill stuff, then I guess you're right. Gold isn't needed. But if your table even tries to encompass RP and a little bit of player initiative, then the gold economy is fine.

Case in point: Xanathar's has a very rare potions listed as 2,500gp to 25,000 gold (DMs Guide is 5,000 to 50,000), depending on the locale, condition, etc. How many of adventuring parties are running around with 5,000 gold, let alone 25,000?! We are level ten, and there are five players, and we have earned a total of maybe, 10,000-12,000. That is an estimate on the very high end. Of course, we spend a lot of it as I discussed earlier. That is with a published campaign. So even if you just used it to get ready for your next adventure, you could blow through the gold easily.
No, no it is not D&D. Not for everyone. Nor, I imagine, a good swath of the player base. D&D is fundamentally a game about exploring dungeons (often as a quest), fighting monsters. Helping people through acomplishing quests is a fair argument to make. But currying favor? Helping through spending coin? Not so much. Indeed, its usually the opposite - adventurers generally expect to GET coin or random magic knick-nacks as a reward for the quest, not the opposite. Charity is usually low on the list of adventurer-things-to-do.
I agree with you, if you are ignoring one of the pillars of play in D&D. And, if you are ignoring any player motive outside of kill things. A one shot - I will give it to you. But a campaign, which I believe is how most people want to play, harbors character motivations that are not tied to killing stuff.
I mean, in your post, you make it seem as though the adventurers waltz in, are given the job, go kill something, and collect their reward. As if there are no other pieces between.
Buying equipment? You can only buy starting equipment - 5e has made it clear that, by default, magic items (ie higher level equipment) is generally not for sale. And the DM has to effectively figure out the prices on their own (or go to DMguild) should they decide to sell anything. So, this is a part of D&D that... 5e flat out denies as part of the game.
Wrong. The DMG states in large cities or places with magic schools they are for sale. In fact, they even give the DM a real-world reference, I don't know, probably so they can set up an RP situation. They state it might be a private event, similar to a high-end art auction. So the players might need to... curry favors... in order to get into that private auction.

In the end, if you feel the DM shouldn't have to do any work and just glance at a table and have it figure it out for you, then you are correct, you will never be happy with the D&D gold economy.
 

Why did you omit magic items from your list?

  • purchase magic items giving out bonuses to attacks, damage, saves, AC, skills etc for gold


All your items are valid.

None of them present a good reason they should be the ONLY ones.

If your group simply likes to walk from dungeon to dungeon, never doing research or bribing kings et cetera, the game used to cater to your play style as well, giving you too a valid way of spending your gold.

Now it doesn't. That's WotC's fault.
At the end of my list, I stated it could go on and on. Also, I never said only? I was just giving examples of how the gold economy in D&D does work for people that use all pillars of play. If you just go from dungeon to dungeon killing and looting, then many of the spells, abilities, backgrounds, and racial characteristics are worthless too.
 

All of your suggestions sound fantastic. But other than buying potions, none of that is the default for D&D. What I'm arguing is WotC should either write some rules designed to siphon gold from PCs in a way that's fun and rewarding or just stop giving out so much treasure. Honestly, I'm fine either way.
I understand your point, but what I present is the default of D&D. The RP pillar, and even the exploration pillar, siphon gold. I mean, we ran into a starving Xorn one time, and to get it to do something (I forgot, it was a while ago), we befriended it by feeding it gems. There are just too many scenarios that use gold for me to believe it becomes worthless.
But I do get your point. Rather than WoTC devising a way to siphon gold or limit gold as a reward, would you be happy in them adding/creating scenarios in the DMG/adventure paths that utilize gold more often?
 

Remove ads

Top