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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Li Shenron" data-source="post: 6978375" data-attributes="member: 1465"><p>I don't think so, sorry to be blunt but it's more like <em>you</em> have a problem with not having rules to turn gold into character power, but that is <em>not</em> everybody's problem <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I can only go as far as acknowledging that the treasure tables are a wasted design effort, because if we don't have a detailed pricing system for <em>spending </em>gold, then we also didn't need a detailed pricing system for <em>earning </em>gold, which is what the tables are about. In fact, I have learned to mostly ignore those tables after the early adventures. But this is not a problem as such.</p><p></p><p>It was discussed openly (tho probably not extensively and interactively enough) during the 5e playtest about why the equipment-by-level principle was going to be dropped from 5e. The main reasons were that it was hard to balance and too restrictive for a fair number of gaming groups. Hard to balance because of the sheer variety in magic items, which makes them impossible to price fairly when their usefulness is so vague and circumstantial, not to mention dependent on the character concept. Restrictive because it implied strong elements to everybody's fantasy setting, from magic item general commonality to buying/selling availability. And then, spending money on <em>something else</em> than useful items becomes even more impossible to price because there is just no way to compare them.</p><p></p><p>It was one of the greatest achievement of 5e to make magic items optional. What can be argued however, is why they didn't anyway offer an <em>optional</em> system of pricing for those who still wanted to continue with previous editions approach. And here IMHO the true reason is simply that it was such a huge effort that WotC decided they didn't have the design resources to go through. They could have settled for a partial job (i.e. pricing only <em>some</em> magic items, ignoring all those that aren't easy to evaluate) or for an approximate job (e.g. re-using old edition prices), but considering how bounded accuracy and monsters simplifications have affected the balance of the game overall, pricing magic items + setting wealth-by-level tables probably required to be a work from the ground up.</p><p></p><p>But maybe it's not as difficult as I think it would be... Have you tried to consider what would happen, if you just used exactly the same prices in the 3e DMG (and then hand out treasure based on 3e wealth-by-level tables)? You know, the whole point of balancing 5e on the assumption of no magic items, was that it should always be easier to add than to remove. This way, each gaming group is supposed to decide what is their preferred amount of magic items, and then the DM adjusts the adventures difficulties.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6978375, member: 1465"] I don't think so, sorry to be blunt but it's more like [I]you[/I] have a problem with not having rules to turn gold into character power, but that is [I]not[/I] everybody's problem :) I can only go as far as acknowledging that the treasure tables are a wasted design effort, because if we don't have a detailed pricing system for [I]spending [/I]gold, then we also didn't need a detailed pricing system for [I]earning [/I]gold, which is what the tables are about. In fact, I have learned to mostly ignore those tables after the early adventures. But this is not a problem as such. It was discussed openly (tho probably not extensively and interactively enough) during the 5e playtest about why the equipment-by-level principle was going to be dropped from 5e. The main reasons were that it was hard to balance and too restrictive for a fair number of gaming groups. Hard to balance because of the sheer variety in magic items, which makes them impossible to price fairly when their usefulness is so vague and circumstantial, not to mention dependent on the character concept. Restrictive because it implied strong elements to everybody's fantasy setting, from magic item general commonality to buying/selling availability. And then, spending money on [I]something else[/I] than useful items becomes even more impossible to price because there is just no way to compare them. It was one of the greatest achievement of 5e to make magic items optional. What can be argued however, is why they didn't anyway offer an [I]optional[/I] system of pricing for those who still wanted to continue with previous editions approach. And here IMHO the true reason is simply that it was such a huge effort that WotC decided they didn't have the design resources to go through. They could have settled for a partial job (i.e. pricing only [I]some[/I] magic items, ignoring all those that aren't easy to evaluate) or for an approximate job (e.g. re-using old edition prices), but considering how bounded accuracy and monsters simplifications have affected the balance of the game overall, pricing magic items + setting wealth-by-level tables probably required to be a work from the ground up. But maybe it's not as difficult as I think it would be... Have you tried to consider what would happen, if you just used exactly the same prices in the 3e DMG (and then hand out treasure based on 3e wealth-by-level tables)? You know, the whole point of balancing 5e on the assumption of no magic items, was that it should always be easier to add than to remove. This way, each gaming group is supposed to decide what is their preferred amount of magic items, and then the DM adjusts the adventures difficulties. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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