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I gave my players too much gold
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<blockquote data-quote="Dausuul" data-source="post: 6579005" data-attributes="member: 58197"><p>12K among the whole party isn't really that much. Between plate armor for the heavy melee guys, high-end spell components, and magic items for four people, it'll go fast; particularly if you throttle back the amount of loot for the next few levels. I wouldn't worry about it. But if it still concerns you, I suggest a couple of solutions, used in tandem.</p><p></p><p>First, curate the list of magic items available in Glantri. Even in a high-magic setting, you can't necessarily walk into a shop and find a rack of <em>holy avengers</em>.</p><p></p><p>Second, provide the players with an extraordinary opportunity at an exorbitant price. For example, they have a chance to purchase a clue to the location of a legendary item or an artifact. They should know going in that this only gets them a clue, not the item itself. If they follow it up, it's the start of a quest that could keep them busy for a nice long time. If they don't follow it up now, it later becomes crucial information to help them stop a villain in pursuit of the same item.</p><p></p><p>Either way, be sure they get value for their money. The goal is to turn money into story material, not to cheat the players. At the same time, they should know that the opportunity is a time-limited offer. They can't go away, adventure some more, and then come back to find it still waiting.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6579005, member: 58197"] 12K among the whole party isn't really that much. Between plate armor for the heavy melee guys, high-end spell components, and magic items for four people, it'll go fast; particularly if you throttle back the amount of loot for the next few levels. I wouldn't worry about it. But if it still concerns you, I suggest a couple of solutions, used in tandem. First, curate the list of magic items available in Glantri. Even in a high-magic setting, you can't necessarily walk into a shop and find a rack of [I]holy avengers[/I]. Second, provide the players with an extraordinary opportunity at an exorbitant price. For example, they have a chance to purchase a clue to the location of a legendary item or an artifact. They should know going in that this only gets them a clue, not the item itself. If they follow it up, it's the start of a quest that could keep them busy for a nice long time. If they don't follow it up now, it later becomes crucial information to help them stop a villain in pursuit of the same item. Either way, be sure they get value for their money. The goal is to turn money into story material, not to cheat the players. At the same time, they should know that the opportunity is a time-limited offer. They can't go away, adventure some more, and then come back to find it still waiting. [/QUOTE]
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I gave my players too much gold
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