Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How much is too much - The Game Economy
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="HoboGod" data-source="post: 5670407" data-attributes="member: 90920"><p>This is an interesting question. The correct answer is never give out more gold through any means that would put a PC above the character's wealth per level illustrated on page 135, table 5-1, of the Dungeon Master's Guide. But that's a boring answer for the DM never bold enough to inject a bit of chaos in their games.</p><p></p><p>On one hand, the easiest way to break any game is to give your players excessive treasure. Even if you restrict what they can and cannot buy, the game falls apart because your PCs are rich beyond the value of their gold. All you get is a Legend of Zelda syndrome where your players find no value in their gold and leave it on the ground. Adventuring no longer becomes about the getting that last 200 gold you need to upgrade your sword before you consider what upgrades your armor needs, it becomes the chore you painfully understand will push the story along.</p><p></p><p>On the other hand, giving your PCs surplus or (even unlimited wealth) can give a positive change the face of the game. New reasons to be adventurers may emerge. Rather than trying to get rich and powerful, your PCs become crusaders of the land that call them champions, your PCs develop their own nations, your PCs might even surprise you with something you never thought of. More than likely, however, this wont be the case and your PCs will be dullards that can't move past the linear "kill monster, take loot" phase. However, this becomes a MARVELOUS opportunity for you as a DM. Instead, you can initiate a new kind of currency, one that doesn't buy material possessions. (This is something I'm trying in my current game.) Your PCs start taking jobs that don't pay in gold, but something abstract that can't be bought. It can be anything you want! It can be an item to shape reality, stop time, create artifacts, foresee the future, open paths into strange new lands. Or it could be information, a forbidden lore, a bit of knowledge lost long ago, a piece of a puzzle to something greater. The limits to what DnD becomes when players aren't greed-driven actually becomes quite interesting.</p></blockquote><p></p>
[QUOTE="HoboGod, post: 5670407, member: 90920"] This is an interesting question. The correct answer is never give out more gold through any means that would put a PC above the character's wealth per level illustrated on page 135, table 5-1, of the Dungeon Master's Guide. But that's a boring answer for the DM never bold enough to inject a bit of chaos in their games. On one hand, the easiest way to break any game is to give your players excessive treasure. Even if you restrict what they can and cannot buy, the game falls apart because your PCs are rich beyond the value of their gold. All you get is a Legend of Zelda syndrome where your players find no value in their gold and leave it on the ground. Adventuring no longer becomes about the getting that last 200 gold you need to upgrade your sword before you consider what upgrades your armor needs, it becomes the chore you painfully understand will push the story along. On the other hand, giving your PCs surplus or (even unlimited wealth) can give a positive change the face of the game. New reasons to be adventurers may emerge. Rather than trying to get rich and powerful, your PCs become crusaders of the land that call them champions, your PCs develop their own nations, your PCs might even surprise you with something you never thought of. More than likely, however, this wont be the case and your PCs will be dullards that can't move past the linear "kill monster, take loot" phase. However, this becomes a MARVELOUS opportunity for you as a DM. Instead, you can initiate a new kind of currency, one that doesn't buy material possessions. (This is something I'm trying in my current game.) Your PCs start taking jobs that don't pay in gold, but something abstract that can't be bought. It can be anything you want! It can be an item to shape reality, stop time, create artifacts, foresee the future, open paths into strange new lands. Or it could be information, a forbidden lore, a bit of knowledge lost long ago, a piece of a puzzle to something greater. The limits to what DnD becomes when players aren't greed-driven actually becomes quite interesting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How much is too much - The Game Economy
Top