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Help - I Over-did It!
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<blockquote data-quote="MNblockhead" data-source="post: 7137521" data-attributes="member: 6796661"><p>Read the Conan books. He's the archetype for making "the last adventure you'll ever need" money and just pissing it away or losing it. It was part of the inspiration of the early GP=XP mechanic. </p><p></p><p>Living the high live costs real money. Managing a lot of money is difficult, which is why nobles spend most of their time on that and politics than adventuring. </p><p></p><p>You have a lot of money, you have a lot of new friends and everyone wants a piece of you. </p><p></p><p>Word gets out about your wealth and suddenly informants and merchants are tougher to bargain with. </p><p></p><p>Also, DMs tend to overlook how expensive it should be to fund expeditions. </p><p></p><p>I just don't see 6,000 as game breaking at all. </p><p></p><p>When my party was lower level, they made some big hauls and even had some lucrative cuts in some profitable business interests. But they were adventurers in a dangerous political environment. Money was spend on ships, sailors, henchmen, supplies. They ended up trading business interests for political allies. They are adventurers, not merchants and accountants, the money slips away fast. </p><p></p><p>Now you may have some players that actually enjoy the downtime activity stuff and who carefully plan side ventures other ways to protect and grow their wealth. Let them. Let them invest in businesses and property. Find ways to work that into your adventure plots and campaign story lines. Much more interesting than "a thief steals all your gold" and less likely to lead to players feeling abused.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7137521, member: 6796661"] Read the Conan books. He's the archetype for making "the last adventure you'll ever need" money and just pissing it away or losing it. It was part of the inspiration of the early GP=XP mechanic. Living the high live costs real money. Managing a lot of money is difficult, which is why nobles spend most of their time on that and politics than adventuring. You have a lot of money, you have a lot of new friends and everyone wants a piece of you. Word gets out about your wealth and suddenly informants and merchants are tougher to bargain with. Also, DMs tend to overlook how expensive it should be to fund expeditions. I just don't see 6,000 as game breaking at all. When my party was lower level, they made some big hauls and even had some lucrative cuts in some profitable business interests. But they were adventurers in a dangerous political environment. Money was spend on ships, sailors, henchmen, supplies. They ended up trading business interests for political allies. They are adventurers, not merchants and accountants, the money slips away fast. Now you may have some players that actually enjoy the downtime activity stuff and who carefully plan side ventures other ways to protect and grow their wealth. Let them. Let them invest in businesses and property. Find ways to work that into your adventure plots and campaign story lines. Much more interesting than "a thief steals all your gold" and less likely to lead to players feeling abused. [/QUOTE]
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