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General Tabletop Discussion
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How do the Wealth Guidelines affect your style of play?
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<blockquote data-quote="IronWolf" data-source="post: 2491540" data-attributes="member: 21076"><p>In past times I have tried to stick to the wealth guidelines. Most of this is due to the days I was new to DM'ing way back in 1st edition and tended to hand out too much loot that consisted of too many powerful magic items and gold that allowed for easy purchase of powerful magic.</p><p></p><p>One thing I am learning as I continue playing and am spending time as a player this campaign is sometimes it is good to let the players have the fun and not be a too power controlling DM. Now I think it takes an experienced DM to pull this off (and our current DM certainly meets the definition of experienced), but if you have one I think you can push the limits a little without throwing the game out of balance or into munchkin land.</p><p></p><p>A lot of this has to do with what your options will be to spend the money. Certain towns won't have what you want or need, it is simply too powerful. Maybe no one will change that gem or jewel in on spendable coinage, so you have a 5,000gp valued gem that you can't really use for trade as no one is willing to take it in on exchange. Maybe you can only purchase land or a business. While a good investment, it certainly isn't game unbalancing to own a business or land too early in the game. So there are a multitude of factors to consider when it comes to what wealth the players have.</p><p></p><p>These conversations and most recent campaign have really opened my eyes to what this is all about - playing a game where everyone has fun and looks forward to the next session.</p></blockquote><p></p>
[QUOTE="IronWolf, post: 2491540, member: 21076"] In past times I have tried to stick to the wealth guidelines. Most of this is due to the days I was new to DM'ing way back in 1st edition and tended to hand out too much loot that consisted of too many powerful magic items and gold that allowed for easy purchase of powerful magic. One thing I am learning as I continue playing and am spending time as a player this campaign is sometimes it is good to let the players have the fun and not be a too power controlling DM. Now I think it takes an experienced DM to pull this off (and our current DM certainly meets the definition of experienced), but if you have one I think you can push the limits a little without throwing the game out of balance or into munchkin land. A lot of this has to do with what your options will be to spend the money. Certain towns won't have what you want or need, it is simply too powerful. Maybe no one will change that gem or jewel in on spendable coinage, so you have a 5,000gp valued gem that you can't really use for trade as no one is willing to take it in on exchange. Maybe you can only purchase land or a business. While a good investment, it certainly isn't game unbalancing to own a business or land too early in the game. So there are a multitude of factors to consider when it comes to what wealth the players have. These conversations and most recent campaign have really opened my eyes to what this is all about - playing a game where everyone has fun and looks forward to the next session. [/QUOTE]
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