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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="CapnZapp" data-source="post: 6978291" data-attributes="member: 12731"><p>Sure, but the point is that this is not just 3.5.</p><p></p><p>All editions of D&D have given exponential monetary awards in order to lure you back down the dungeon.</p><p></p><p>Including 5th edition - at least if you use the loot tables of the DMG. A tier I hoard is worth 412 gp on average, a tier II hoard is worth 4507 gp on average and so on, roughly multiplying the loot value by ten each tier. </p><p></p><p>The series of blog posts is interesting to me precisely because they break down exactly what assumptions this treasure system are based on. </p><p></p><p>And then explain that by now, <strong>all three assumptions are broken</strong>.</p><p></p><p>In effect, 5th edition still hands out vast amounts of treasure. Only, it does not provide any good answers on what to spend it on. Hence the title of this thread: what is gold for?</p><p></p><p>Let me point to a specific example: playing Storm King's Thunder. Much like every previous official 5E campaign it takes place during a limited time. There is no notion of taking a break for months and years, to spend money on castlebuilding or other long-term downtime activities that could explain where all the gold goes. And yet, it relies on the DMG random treasure tables.</p><p></p><p>To me, this is highly problematic. What is gold for?</p><p></p><p>It's clearly not meant to build castles, since there is no time for that if you play official adventures. (WotC is clearly aware most players aren't interested, and just want to keep adventuring)</p><p></p><p>In 3rd edition we had a system with a wonderful ambition: to provide the framework that let players convert all that gold into actually useful items that helped them on their next adventure. Sure it wasn't perfect, but did 5E try to improve this system? No.</p><p></p><p>5E instead has chosen to provide no answer to this question - what is gold for?</p><p></p><p>Yet, it clearly keeps supplying all that gold. </p><p></p><p>This is why I posted the blog link. There are three suggested solutions. </p><p></p><p>I can't say I'm overly pleased with any one of them, but I appreciate the frank clarity in actually adressing the problem. As well as the clear outline of why it exists, how it came about, and perhaps most fundamentally: that there <em>is</em> a problem.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6978291, member: 12731"] Sure, but the point is that this is not just 3.5. All editions of D&D have given exponential monetary awards in order to lure you back down the dungeon. Including 5th edition - at least if you use the loot tables of the DMG. A tier I hoard is worth 412 gp on average, a tier II hoard is worth 4507 gp on average and so on, roughly multiplying the loot value by ten each tier. The series of blog posts is interesting to me precisely because they break down exactly what assumptions this treasure system are based on. And then explain that by now, [B]all three assumptions are broken[/B]. In effect, 5th edition still hands out vast amounts of treasure. Only, it does not provide any good answers on what to spend it on. Hence the title of this thread: what is gold for? Let me point to a specific example: playing Storm King's Thunder. Much like every previous official 5E campaign it takes place during a limited time. There is no notion of taking a break for months and years, to spend money on castlebuilding or other long-term downtime activities that could explain where all the gold goes. And yet, it relies on the DMG random treasure tables. To me, this is highly problematic. What is gold for? It's clearly not meant to build castles, since there is no time for that if you play official adventures. (WotC is clearly aware most players aren't interested, and just want to keep adventuring) In 3rd edition we had a system with a wonderful ambition: to provide the framework that let players convert all that gold into actually useful items that helped them on their next adventure. Sure it wasn't perfect, but did 5E try to improve this system? No. 5E instead has chosen to provide no answer to this question - what is gold for? Yet, it clearly keeps supplying all that gold. This is why I posted the blog link. There are three suggested solutions. I can't say I'm overly pleased with any one of them, but I appreciate the frank clarity in actually adressing the problem. As well as the clear outline of why it exists, how it came about, and perhaps most fundamentally: that there [I]is[/I] a problem. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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