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I gave my players too much gold
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<blockquote data-quote="redrick" data-source="post: 6579013" data-attributes="member: 6777696"><p>I'm totally on board with them buying magic items. I'm setting the list at the shops, but this is a high magic setting, and, as long as it doesn't break the game, I'm ok with most items outlined in the DMG showing up at some point or another. At the moment, I'm using random treasure tables to determine a few uncommon items available for purchase at each store. That is faster and easier for me, and it also means that there's a little bit of "wonder what they'll have this week?" on both my part and the part of the PCs. Of course, if players want a specific item, they're welcome to ask for it and I'll decide whether or not the shopkeeper can procure it, probably with a mark-up and delay.</p><p></p><p>The prices outlined in the DMG are super low, though. Uncommon items are set at 101-500 gp. The party could buy out all the shop's uncommon items and still have enough gold left over to buy a tavern. Of course, I can raise the prices (which I'm doing), but then we get into the whole problem of having to recalibrate an entire economy in my spare time, which goes a little beyond my time and interests. Wherever possible, I'd rather be able to use prices more less as presented in the PHB and DMG, maybe with slight fluctuations for flavor reasons alone. (There's only one inn in this town and it's run by a greedy bastard, so prices are all double.)</p><p></p><p>Players aren't adventuring solely for gold, but treasure is definitely a driving factor in many adventurers, so having it have some value is meaningful. If players decide they want to buy a stronghold or make any other extravagant expenditures, that's great. I'm all for it and it gives me hooks, but I can't really force them to spend their money that way. I'd like there to be a variety of ways to spend their coin.</p></blockquote><p></p>
[QUOTE="redrick, post: 6579013, member: 6777696"] I'm totally on board with them buying magic items. I'm setting the list at the shops, but this is a high magic setting, and, as long as it doesn't break the game, I'm ok with most items outlined in the DMG showing up at some point or another. At the moment, I'm using random treasure tables to determine a few uncommon items available for purchase at each store. That is faster and easier for me, and it also means that there's a little bit of "wonder what they'll have this week?" on both my part and the part of the PCs. Of course, if players want a specific item, they're welcome to ask for it and I'll decide whether or not the shopkeeper can procure it, probably with a mark-up and delay. The prices outlined in the DMG are super low, though. Uncommon items are set at 101-500 gp. The party could buy out all the shop's uncommon items and still have enough gold left over to buy a tavern. Of course, I can raise the prices (which I'm doing), but then we get into the whole problem of having to recalibrate an entire economy in my spare time, which goes a little beyond my time and interests. Wherever possible, I'd rather be able to use prices more less as presented in the PHB and DMG, maybe with slight fluctuations for flavor reasons alone. (There's only one inn in this town and it's run by a greedy bastard, so prices are all double.) Players aren't adventuring solely for gold, but treasure is definitely a driving factor in many adventurers, so having it have some value is meaningful. If players decide they want to buy a stronghold or make any other extravagant expenditures, that's great. I'm all for it and it gives me hooks, but I can't really force them to spend their money that way. I'd like there to be a variety of ways to spend their coin. [/QUOTE]
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I gave my players too much gold
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