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I gave my players too much gold
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<blockquote data-quote="Warunsun" data-source="post: 6579758" data-attributes="member: 6688054"><p><strong>How to get your player's to spend gold!</strong></p><p></p><p>First, I understand your pain. I, also, have been converting first edition and OSR modules over to 5E as part of my content. In those there tends to be lots of gold. Sometimes I have given them the full amounts and in other encounters I cut it down on the fly. So far about half of my content was made up by me so in those episodes I gave the PCs far less gold generally. I had the advantage that I started my campaign about a week or two after the <em>Dungeon Master's Guide</em> came out. I have enforced the full encumbrance rules (Variant: Encumbrance) from the start. My players actually discarded some of their free background/class equipment in the beginning. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> So they don't stockpile coins. Coins weight you down. The first magic item they discovered was a Warhammer +1. They have actually traded it around the party (for free) because none of them wanted to carry the weight once they found a few other weapons. I have also done Training to Gain levels since the start. I slightly modified the table so that the costs were more and the time a bit less. This is what I used:</p><p>Table: Training to Gain Levels</p><table style='width: 100%'><tr><td>Level Attained</td><td>Time</td><td>Cost</td></tr><tr><td>2nd-4th</td><td>1 week</td><td>50 gold</td></tr><tr><td>5th-10th</td><td>2 weeks</td><td>100 gold</td></tr><tr><td>11th-16th</td><td>1 month</td><td>500 gold</td></tr><tr><td>17th-20th</td><td>2 months</td><td>1000 gold</td></tr></table><p></p><p>Also don't overlook Factions/Affiliations/Organizations in the <em>Dungeon Master's Guide</em>! They are a great resource to drain gold and offer item purchases. I have the following factions available in my campaign:</p><p>Bard’s College; 100 GP per year at the basic level.</p><p>Dark Moon Monastery; Joining requires 10% tithe.</p><p>Guild of Wizardry; 100 GP per year at the basic level.</p><p>Temple Organization (Church of X); Joining requires 10% tithe.</p><p>The Mercenaries’ Guild; 50 GP per year at the basic level.</p><p>Thieves’ Guild; 25% of coins stolen or begged or valuables swindled.</p><p></p><p>Each organization has 5 ranks per the faction rules and benefits increase as the ranks increase including item purchases. This generally has been the only way PCs have purchased items in my campaign and so far it has been limited mainly to <em>Potions of Healing</em> from the Temple and a few spells from the Wizard's Guild. Item crafting is generally a Rank 3 benefit (requires 5th level plus Renown/Rank) and would allow a PC to acquire an item they really wanted with some gold, time, and possible quest investment. Uncommon item purchasing comes in at Rank 4 (requires 11th level plus Renown/Rank) or higher.</p><p></p><p>I also raised the price of Tool/Language training and cut down the number of days. Firstly, because I think 250 days is far too long. Secondly, I figured it would be a good way to spend money. I went for 1 month/250 gold for standard languages and 2 months/500 gold for exotics ones. I also set tool training at 1000 gold and it takes 3 months.</p><p></p><p>But I also agree that the suggestions for magic item distribution in the <em>Dungeon Master's Guide</em> seems a little wonky and low. Looking briefly at my notes here the Cleric has three permanent magic items, the bard has five, the fighter has four, the rogue has two plus a cursed <em>Stone of Bad Luck</em>, the wizard has three, and the monk has two. These characters just gained 5th level. I guess they are still barely within the guidelines (a bit stretched) but 6 'permanent' items per PC at 20th level seems asinine for <em>Dungeons & Dragons</em>. Even in <em>Dark Sun World</em> modules where magic was supposed to the lowest in the D&D multiverse characters ended up with buckets of items by 10th level. The party only has four magic weapons (plus the Warhammer +1 that folks seldom use). The fighter has two of them as well since he fights Florentine style. I think it is pretty reasonable. Since I have converted old modules the PCs have found a couple of items that generally considered rare like a <em>Ring of Protection</em>. But this doesn't bother me since I am fully enforcing attunement rules. I am sure my PCs will be over the guidelines by retirement but hopefully they will not be carrying around bags of extra items. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Warunsun, post: 6579758, member: 6688054"] [b]How to get your player's to spend gold![/b] First, I understand your pain. I, also, have been converting first edition and OSR modules over to 5E as part of my content. In those there tends to be lots of gold. Sometimes I have given them the full amounts and in other encounters I cut it down on the fly. So far about half of my content was made up by me so in those episodes I gave the PCs far less gold generally. I had the advantage that I started my campaign about a week or two after the [I]Dungeon Master's Guide[/I] came out. I have enforced the full encumbrance rules (Variant: Encumbrance) from the start. My players actually discarded some of their free background/class equipment in the beginning. :) So they don't stockpile coins. Coins weight you down. The first magic item they discovered was a Warhammer +1. They have actually traded it around the party (for free) because none of them wanted to carry the weight once they found a few other weapons. I have also done Training to Gain levels since the start. I slightly modified the table so that the costs were more and the time a bit less. This is what I used: Table: Training to Gain Levels [table="width: 500"] [tr] [td]Level Attained[/td] [td]Time[/td] [td]Cost[/td] [/tr] [tr] [td]2nd-4th[/td] [td]1 week[/td] [td]50 gold[/td] [/tr] [tr] [td]5th-10th[/td] [td]2 weeks[/td] [td]100 gold[/td] [/tr] [tr] [td]11th-16th[/td] [td]1 month[/td] [td]500 gold[/td] [/tr] [tr] [td]17th-20th[/td] [td]2 months[/td] [td]1000 gold[/td] [/tr] [/table] Also don't overlook Factions/Affiliations/Organizations in the [I]Dungeon Master's Guide[/I]! They are a great resource to drain gold and offer item purchases. I have the following factions available in my campaign: Bard’s College; 100 GP per year at the basic level. Dark Moon Monastery; Joining requires 10% tithe. Guild of Wizardry; 100 GP per year at the basic level. Temple Organization (Church of X); Joining requires 10% tithe. The Mercenaries’ Guild; 50 GP per year at the basic level. Thieves’ Guild; 25% of coins stolen or begged or valuables swindled. Each organization has 5 ranks per the faction rules and benefits increase as the ranks increase including item purchases. This generally has been the only way PCs have purchased items in my campaign and so far it has been limited mainly to [I]Potions of Healing[/I] from the Temple and a few spells from the Wizard's Guild. Item crafting is generally a Rank 3 benefit (requires 5th level plus Renown/Rank) and would allow a PC to acquire an item they really wanted with some gold, time, and possible quest investment. Uncommon item purchasing comes in at Rank 4 (requires 11th level plus Renown/Rank) or higher. I also raised the price of Tool/Language training and cut down the number of days. Firstly, because I think 250 days is far too long. Secondly, I figured it would be a good way to spend money. I went for 1 month/250 gold for standard languages and 2 months/500 gold for exotics ones. I also set tool training at 1000 gold and it takes 3 months. But I also agree that the suggestions for magic item distribution in the [I]Dungeon Master's Guide[/I] seems a little wonky and low. Looking briefly at my notes here the Cleric has three permanent magic items, the bard has five, the fighter has four, the rogue has two plus a cursed [I]Stone of Bad Luck[/I], the wizard has three, and the monk has two. These characters just gained 5th level. I guess they are still barely within the guidelines (a bit stretched) but 6 'permanent' items per PC at 20th level seems asinine for [I]Dungeons & Dragons[/I]. Even in [I]Dark Sun World[/I] modules where magic was supposed to the lowest in the D&D multiverse characters ended up with buckets of items by 10th level. The party only has four magic weapons (plus the Warhammer +1 that folks seldom use). The fighter has two of them as well since he fights Florentine style. I think it is pretty reasonable. Since I have converted old modules the PCs have found a couple of items that generally considered rare like a [I]Ring of Protection[/I]. But this doesn't bother me since I am fully enforcing attunement rules. I am sure my PCs will be over the guidelines by retirement but hopefully they will not be carrying around bags of extra items. :) [/QUOTE]
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