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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Jester David" data-source="post: 6978037" data-attributes="member: 37579"><p>Really, you have the same things to spend free gold on in 5e as in 3e and 4e. But in 5e, you actually <em><strong>have</strong></em> free gold. You have the *option* of doing more things. Even if you never choose to use that option, it's still there. </p><p></p><p>Gold in 3e/4e was ridiculous. Unless you had a world ending plot there was no rational reason adventure beyond level 5. You adventured to get more gold to get more gear to adventure more to get more gear... It was grinding in the purest sense. For the longest time you never ended up with any actual gold, since it all went to gear. And then, later, your loose change made mundane purchases irrelevant. Things like ammo or food or clothing ceased to have meaning. </p><p></p><p>But you also couldn't do many campaigns. Like ones with a keep, since players could sell the keep and break their wealth by level. So you needed to invent crazy subsystems like "build points" or "kingdom resources" to avoid breaking the power level. </p><p>I tried to run a pirate game and the players quickly realized since ships sold for tens of thousands of gp by the book, it was very lucrative to just sell ships and buy magic items. The cost of maintaining the ship and paying crew quickly became irrelevant. </p><p></p><p>This also made dealing with NPCas weird. I had a situation where kids were being used as messengers, but the PCs were expected to pay in gold. So you had these poor orphans doing mundane tasks who were asking for hundreds of dollars for small tasks. But PCs paid. They threw around tens of gold pieces without a thought.</p><p></p><p>5e lets you strip characters of wealth if you desire. Like Conan, who starts every story broke. Characters can buy fine food, expensive luxuries, clothing, and the like without impacting their combat effectiveness. The characters can end up jailed and broke and still play: it's not a fate worse than death. The most dreaded monster you can throw against the party isn't a rust monster. </p><p></p><p>If you want to allow magic items for sale, then allow magic items for sale. I've let my players buy a few common and uncommon items. No big deal. They can still only attune to three.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6978037, member: 37579"] Really, you have the same things to spend free gold on in 5e as in 3e and 4e. But in 5e, you actually [I][B]have[/B][/I] free gold. You have the *option* of doing more things. Even if you never choose to use that option, it's still there. Gold in 3e/4e was ridiculous. Unless you had a world ending plot there was no rational reason adventure beyond level 5. You adventured to get more gold to get more gear to adventure more to get more gear... It was grinding in the purest sense. For the longest time you never ended up with any actual gold, since it all went to gear. And then, later, your loose change made mundane purchases irrelevant. Things like ammo or food or clothing ceased to have meaning. But you also couldn't do many campaigns. Like ones with a keep, since players could sell the keep and break their wealth by level. So you needed to invent crazy subsystems like "build points" or "kingdom resources" to avoid breaking the power level. I tried to run a pirate game and the players quickly realized since ships sold for tens of thousands of gp by the book, it was very lucrative to just sell ships and buy magic items. The cost of maintaining the ship and paying crew quickly became irrelevant. This also made dealing with NPCas weird. I had a situation where kids were being used as messengers, but the PCs were expected to pay in gold. So you had these poor orphans doing mundane tasks who were asking for hundreds of dollars for small tasks. But PCs paid. They threw around tens of gold pieces without a thought. 5e lets you strip characters of wealth if you desire. Like Conan, who starts every story broke. Characters can buy fine food, expensive luxuries, clothing, and the like without impacting their combat effectiveness. The characters can end up jailed and broke and still play: it's not a fate worse than death. The most dreaded monster you can throw against the party isn't a rust monster. If you want to allow magic items for sale, then allow magic items for sale. I've let my players buy a few common and uncommon items. No big deal. They can still only attune to three. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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