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*Dungeons & Dragons
In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Sacrosanct" data-source="post: 6978488" data-attributes="member: 15700"><p>This strikes me as a very odd complaint. There are (and always have been) two types of treasure: 1: treasure you use in your adventure (most magic items), and 2: gold&gems&jewelry; things that are useful during down time (spell components, equipment, castles, bribes, etc). Fact is, is that downtime is part of D&D, and an assumed playstyle. If <em>you're</em> choosing to ignore a facet of the game, then you don't really have much of a leg to stand on about complaining about how something with a primary purpose of being used during that facet you're ignoring doesn't come into play.</p><p></p><p>For one, even if most people don't go the castle route (we do, and we loved that part of the game--reaching name level to get your followers), treasure spent during downtime goes to a lot more than just castle building. Training for one (in AD&D you didn't level up until you took time and spend gold to train). Spell components for another (probably the biggest expense in our 5e games). Etc, etc.</p><p></p><p></p><p></p><p>Well, it probably wouldn't be problematic if you didn't assume that as soon as PCs finish STK, they are put on the shelf to never be played again. Everything they acquire in SKT will come in handy to do whatever they plan on doing next.</p><p></p><p>Look, I'm going to be blunt. Between comments like this and the ones you made in your recent encounter thread (where lower level PCs curb stomped higher level NPCs), I have a really, really strong impression that your game style is that of a boardgame. You take the scenarios and plop down the minis as if they were game pieces, and once the "mission" is over, PCs are put away. In that other thread, you completely ignore behavior, prior planning, stats like INT or WIS (only paying attention to them when a mechanic is involved like a save, and not from a RP perspective), the world environment, and most of their capabilities because you didn't want to take time to prepare as a DM to know what they could do, or what they would do. And then you make a comment like this, thinking that PCs don't do anything outside of the actual adventure itself, that reinforces this impression I have. If you want to play like that, that's fine. But like I said several times in that other thread, if you are playing outside of the expected play of how the game is designed, then it's on you to make those adjustments. Stop complaining about how the game doesn't work the way you want or is somehow broken when it's you who is breaking the game. It would be like me buying Battlefield 1 and refusing to do any online multiplayer play (which is fine if that's my preference), and then complaining how the designers of the game screwed up because the single player mode is way too short and too much data was wasted on multiplayer maps (which is not fine).</p><p></p><p></p><p></p><p></p><p>Judging by his other thread I mentioned above, this is exactly the issue.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6978488, member: 15700"] This strikes me as a very odd complaint. There are (and always have been) two types of treasure: 1: treasure you use in your adventure (most magic items), and 2: gold&gems&jewelry; things that are useful during down time (spell components, equipment, castles, bribes, etc). Fact is, is that downtime is part of D&D, and an assumed playstyle. If [i]you're[/i] choosing to ignore a facet of the game, then you don't really have much of a leg to stand on about complaining about how something with a primary purpose of being used during that facet you're ignoring doesn't come into play. For one, even if most people don't go the castle route (we do, and we loved that part of the game--reaching name level to get your followers), treasure spent during downtime goes to a lot more than just castle building. Training for one (in AD&D you didn't level up until you took time and spend gold to train). Spell components for another (probably the biggest expense in our 5e games). Etc, etc. Well, it probably wouldn't be problematic if you didn't assume that as soon as PCs finish STK, they are put on the shelf to never be played again. Everything they acquire in SKT will come in handy to do whatever they plan on doing next. Look, I'm going to be blunt. Between comments like this and the ones you made in your recent encounter thread (where lower level PCs curb stomped higher level NPCs), I have a really, really strong impression that your game style is that of a boardgame. You take the scenarios and plop down the minis as if they were game pieces, and once the "mission" is over, PCs are put away. In that other thread, you completely ignore behavior, prior planning, stats like INT or WIS (only paying attention to them when a mechanic is involved like a save, and not from a RP perspective), the world environment, and most of their capabilities because you didn't want to take time to prepare as a DM to know what they could do, or what they would do. And then you make a comment like this, thinking that PCs don't do anything outside of the actual adventure itself, that reinforces this impression I have. If you want to play like that, that's fine. But like I said several times in that other thread, if you are playing outside of the expected play of how the game is designed, then it's on you to make those adjustments. Stop complaining about how the game doesn't work the way you want or is somehow broken when it's you who is breaking the game. It would be like me buying Battlefield 1 and refusing to do any online multiplayer play (which is fine if that's my preference), and then complaining how the designers of the game screwed up because the single player mode is way too short and too much data was wasted on multiplayer maps (which is not fine). Judging by his other thread I mentioned above, this is exactly the issue. [/QUOTE]
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