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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Uller" data-source="post: 6982311" data-attributes="member: 413"><p>You guys aren't really listening to what I'm saying. I think you are reading to reply rather than reading to understand.</p><p></p><p>I'm not saying the game demands you hand out lots and lots of treasure. But I'm saying the game rules (described in the DMG and PHB) as implemented by the game designers (in the APs) DO hand out lots of treasure without providing satisfactory ways for players to use it. I've been at this a very very long time. Obviously I can modify whatever I want and frequently do to suit my groups needs. I know that. I acknowledge that. <strong><u>I DO that</u></strong>. </p><p></p><p>But I have found with two of my players, (one in particular) that with the game as designed and implemented by WotC (when it comes to treasure awards and what to do with them) monetary treasure becomes boring once the PCs have enough to buy whatever mundane gear they might want. As we played through the AP (PotA) I didn't notice it until we were already about 1/3rd of the way through it. Players started joking about it and expressing a bit of frustration. So I had to adjust the adventure to make sure those players were having fun. This isn't a huge deal. My group isn't sitting around in some sort of state of paralysis, unable to go on...unable to have fun...until WotC fixes it. But some of you are acting like it is not okay to point out holes or failings of the game designers or AP writers. </p><p></p><p>This is no different than the many stealth threads we've had. I have no problem with the stealth/vision rules exactly as they are written. The only thing I change in them is when a stealth check is made (I have characters make it the moment they might be seen, not when they start hiding...but that's another thread). But the fact that we keep having these long threads and heated arguments makes it clear that a non-trivial number of groups are finding the stealth rules as written unsat. It's the same thing with gold and what to do with it. We've had more than a few of these threads since 5e went official. </p><p></p><p>My solution to this was to do pretty much exactly what the blog post linked in the OP suggests...I don't like magic marts...but I do like the idea that during down time PCs can spend some time selling and <strong>buying</strong> gear, including magic items. I don't let them browse the DMG for any item they wish. I limit what they can buy to a few items that I think are useful or fun and usually include a bunch of consumables (we have no cleric so I'm particularly liberal with Potions of Healing and the like. If they have something they really really want, that might entail a bit of a quest or perhaps greater cost or sacrifice. I think all anyone is asking for is some support within the rules for this sort of thing (some pricing guidelines mainly) <strong>in addition</strong> to all the other downtime activities and uses of coin, purely as an optional rule. It is obviously not going to happen within the rules (as they are already out) but it could be addressed "officially" in a UA post or unofficially by folks within the community who are interested in that sort of thing (like the given blog post...a little more detail would have been nice, though).</p><p></p><p>Another use of gold that I have considered but haven't implemented yet is the idea of making the effectiveness of long rests contingent upon the comfort level of where the rest takes place. To get the full effect of a long rest (full hp, half HD and all spells and class features recovered) might require complete comfort and no labor at all (no cooking, guarding, a comfortable bed, etc). Anything less than that results in less recovery. Characters can spend gold outfitting and supplying their expeditions with gear, tents, bedding, beasts of burden, carts and a retinue of servants and men at arms to take care of their "camp" to help their long rests be more useful. This would give them something to spend wealth on that directly impacts the game as they play it. I haven't had time to come up with a good guide for it yet. But it might be fun at low levels for PCs to find wealth and think "Yes! We get to eat! and that means we get more hp back when we rest!" and at higher levels for them to find more gold to pay for Jeeves and Sergeant Blarney and stable hand Jimbo to handle the minutia so the adventurers can focus on recovering more HD and those high level spells....I think CappnZapp is looking for things like that. Not necessarily from WotC...at least I don't expect that at this point and I can certainly get along without it.</p></blockquote><p></p>
[QUOTE="Uller, post: 6982311, member: 413"] You guys aren't really listening to what I'm saying. I think you are reading to reply rather than reading to understand. I'm not saying the game demands you hand out lots and lots of treasure. But I'm saying the game rules (described in the DMG and PHB) as implemented by the game designers (in the APs) DO hand out lots of treasure without providing satisfactory ways for players to use it. I've been at this a very very long time. Obviously I can modify whatever I want and frequently do to suit my groups needs. I know that. I acknowledge that. [B][U]I DO that[/U][/B]. But I have found with two of my players, (one in particular) that with the game as designed and implemented by WotC (when it comes to treasure awards and what to do with them) monetary treasure becomes boring once the PCs have enough to buy whatever mundane gear they might want. As we played through the AP (PotA) I didn't notice it until we were already about 1/3rd of the way through it. Players started joking about it and expressing a bit of frustration. So I had to adjust the adventure to make sure those players were having fun. This isn't a huge deal. My group isn't sitting around in some sort of state of paralysis, unable to go on...unable to have fun...until WotC fixes it. But some of you are acting like it is not okay to point out holes or failings of the game designers or AP writers. This is no different than the many stealth threads we've had. I have no problem with the stealth/vision rules exactly as they are written. The only thing I change in them is when a stealth check is made (I have characters make it the moment they might be seen, not when they start hiding...but that's another thread). But the fact that we keep having these long threads and heated arguments makes it clear that a non-trivial number of groups are finding the stealth rules as written unsat. It's the same thing with gold and what to do with it. We've had more than a few of these threads since 5e went official. My solution to this was to do pretty much exactly what the blog post linked in the OP suggests...I don't like magic marts...but I do like the idea that during down time PCs can spend some time selling and [B]buying[/B] gear, including magic items. I don't let them browse the DMG for any item they wish. I limit what they can buy to a few items that I think are useful or fun and usually include a bunch of consumables (we have no cleric so I'm particularly liberal with Potions of Healing and the like. If they have something they really really want, that might entail a bit of a quest or perhaps greater cost or sacrifice. I think all anyone is asking for is some support within the rules for this sort of thing (some pricing guidelines mainly) [B]in addition[/B] to all the other downtime activities and uses of coin, purely as an optional rule. It is obviously not going to happen within the rules (as they are already out) but it could be addressed "officially" in a UA post or unofficially by folks within the community who are interested in that sort of thing (like the given blog post...a little more detail would have been nice, though). Another use of gold that I have considered but haven't implemented yet is the idea of making the effectiveness of long rests contingent upon the comfort level of where the rest takes place. To get the full effect of a long rest (full hp, half HD and all spells and class features recovered) might require complete comfort and no labor at all (no cooking, guarding, a comfortable bed, etc). Anything less than that results in less recovery. Characters can spend gold outfitting and supplying their expeditions with gear, tents, bedding, beasts of burden, carts and a retinue of servants and men at arms to take care of their "camp" to help their long rests be more useful. This would give them something to spend wealth on that directly impacts the game as they play it. I haven't had time to come up with a good guide for it yet. But it might be fun at low levels for PCs to find wealth and think "Yes! We get to eat! and that means we get more hp back when we rest!" and at higher levels for them to find more gold to pay for Jeeves and Sergeant Blarney and stable hand Jimbo to handle the minutia so the adventurers can focus on recovering more HD and those high level spells....I think CappnZapp is looking for things like that. Not necessarily from WotC...at least I don't expect that at this point and I can certainly get along without it. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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