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How has D&D changed over the decades?
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<blockquote data-quote="tetrasodium" data-source="post: 8585305" data-attributes="member: 93670"><p>It's worth noting that the pc's are just lucky & not superhuman reasoning that's been going on results in [spoiler="this type of superhuman"]</p><p>[MEDIA=youtube]gbHGFX9E2P0[/MEDIA]</p><p>[/spoiler]</p><p>In some ways that's even worse than the deadpool/wolverine regeneration & superman level toughness granted by modern d&d's fast & trivial recovery.</p><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">In 1e I believe gold was also how players leveled up and they knew it, getting gold back out of the dungeon was a big undertaking.</li> <li data-xf-list-type="ul">In 2e it was used to buy things that had prices (like dmg120 "readily available 200gp" potion of healing or dmg116-120 guidance on designing & crafting/commissioning magic items, level based living expenses, etc.</li> <li data-xf-list-type="ul">In 3.x it was super important and directly consumed by crating & even had a wealth by level chart where players were expected to have a certain amount of gold or equivalent at each level in order to a character has the expected amount of power from magic items at a given level by monster math.</li> <li data-xf-list-type="ul">In 4e it was consumed by rituals among other things (crafting?) & then there was residuum valued in gp.</li> <li data-xf-list-type="ul">It seems like only 5e meets your standard of gold not having any particular meaning.</li> </ul><p></p><p></p><p>[spoiler="Eminent domain"]</p><p> "<em>refers to the power of the government to take private property and convert it into public use"</em>.</p><p>[MEDIA=youtube]YIP6EwqMEoE:17[/MEDIA]</p><p>[/spoiler]</p><p>It has nothing to do with the topic of the gm choosing to provide <em>more</em> needed gold for doing one thing (ie "quest") or <em>less</em> needed gold for another. Likewise it is not relevant to a GM choosing to make or indicate that one "dungeon" is likely to be more or less rewarding than another. When gold has value that the players deeply desire for their characters the gm has the ability to provide (dis)incentives for players voluntarily choosing to do one thing over another.</p><p></p><p>Under a system like that the player is not forbidden from going down a path the gm has tried to discourage with reduced gold, they are still welcome to, it's just that in doing so the player needs to put in more effort than showing up & killing things as a wall flower week after week. That effort might be through working with the GM between games to develop & uncover interesting plots & events that generate the needed gold at the table when explored later within the adventure space that was previously beyond the map's edge. Alternately it might involve putting in more effort to finding ways to accomplish that needed gold like starting a business & problemsolving (ie murderhobo <em>with roots</em>) adventurer solutions for it in. Both of those need more from the player who wanted to drive off the map in order for them to happen in a way that everyone can enjoy participating in. In modern d&d the players don't really need gold for anything & the gm does not have that soft power over the flow of gold to influence player choice & participation so a player driving the game off the map can then immediately sit back as a spectator passively demanding the gm <a href="https://youtu.be/pHR2FvtVv9g?t=12" target="_blank">moisturize them</a>& complain that it fell apart when they didn't bother because they don't actually <em>need</em> anything but something to kill.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8585305, member: 93670"] It's worth noting that the pc's are just lucky & not superhuman reasoning that's been going on results in [spoiler="this type of superhuman"] [MEDIA=youtube]gbHGFX9E2P0[/MEDIA] [/spoiler] In some ways that's even worse than the deadpool/wolverine regeneration & superman level toughness granted by modern d&d's fast & trivial recovery. [LIST] [*]In 1e I believe gold was also how players leveled up and they knew it, getting gold back out of the dungeon was a big undertaking. [*]In 2e it was used to buy things that had prices (like dmg120 "readily available 200gp" potion of healing or dmg116-120 guidance on designing & crafting/commissioning magic items, level based living expenses, etc. [*]In 3.x it was super important and directly consumed by crating & even had a wealth by level chart where players were expected to have a certain amount of gold or equivalent at each level in order to a character has the expected amount of power from magic items at a given level by monster math. [*]In 4e it was consumed by rituals among other things (crafting?) & then there was residuum valued in gp. [*]It seems like only 5e meets your standard of gold not having any particular meaning. [/LIST] [spoiler="Eminent domain"] "[I]refers to the power of the government to take private property and convert it into public use"[/I]. [MEDIA=youtube]YIP6EwqMEoE:17[/MEDIA] [/spoiler] It has nothing to do with the topic of the gm choosing to provide [I]more[/I] needed gold for doing one thing (ie "quest") or [I]less[/I] needed gold for another. Likewise it is not relevant to a GM choosing to make or indicate that one "dungeon" is likely to be more or less rewarding than another. When gold has value that the players deeply desire for their characters the gm has the ability to provide (dis)incentives for players voluntarily choosing to do one thing over another. Under a system like that the player is not forbidden from going down a path the gm has tried to discourage with reduced gold, they are still welcome to, it's just that in doing so the player needs to put in more effort than showing up & killing things as a wall flower week after week. That effort might be through working with the GM between games to develop & uncover interesting plots & events that generate the needed gold at the table when explored later within the adventure space that was previously beyond the map's edge. Alternately it might involve putting in more effort to finding ways to accomplish that needed gold like starting a business & problemsolving (ie murderhobo [I]with roots[/I]) adventurer solutions for it in. Both of those need more from the player who wanted to drive off the map in order for them to happen in a way that everyone can enjoy participating in. In modern d&d the players don't really need gold for anything & the gm does not have that soft power over the flow of gold to influence player choice & participation so a player driving the game off the map can then immediately sit back as a spectator passively demanding the gm [URL='https://youtu.be/pHR2FvtVv9g?t=12']moisturize them[/URL]& complain that it fell apart when they didn't bother because they don't actually [I]need[/I] anything but something to kill. [/QUOTE]
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