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<blockquote data-quote="Mephista" data-source="post: 9200638" data-attributes="member: 6786252"><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Mephista, post: 9200638, member: 6786252"] 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. 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 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. 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. 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. [/QUOTE]
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