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General Tabletop Discussion
*Dungeons & Dragons
In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Uller" data-source="post: 6984810" data-attributes="member: 413"><p>Which is why it should be kept optional...because once you go down the road of purchasing magic items then you have to consider the impact on all your players and their PCs. If one PC is spending his money on castles and armies and other things that don't really effect the three primary pillars of the game (exploration, interaction and combat) on a consistent basis while other PCs are buying +2 weapons and armor or other magical gear that they can use frequently then things get out of whack. </p><p></p><p>In the past I was able to handle this reasonably well because a) players that choose to spend money on RP related stuff don't care so much about powergaming and b) I would drop minor magic items usable only for their character here and there (and sometimes as a result of their non-power gamey spending to help keep them at least within an order of magnitude of the other PCs.</p><p></p><p>I have been able to muddle through using the "Sane Magic Item Pricing" pdf that is out there and mimicking the selling magic items downtime activity. Just reverse the table and set the time to be weeks instead of days. So a Sword of Life Stealing (1000gp) will take 1d8 weeks to find a seller and the price will be determined as follows:</p><p></p><p>20 or lower: Twice the base price</p><p>21-40: 1.75 times the base price or 1.5 base price from a shady seller</p><p>41-80: 1.5 times the base price or base price from a shady seller</p><p>81-90: base price</p><p>91+: Half price from a shady buyer</p><p></p><p>You can also use the crafting a magic item rules combined with the same PDF. The crafting times get a little crazy, especially for very rare and legendary items (a legendary item would take one 17th level character 54 years to craft). So you might have to adjust that a bit. But the same Sword of Life Stealing would take about 4 months to "craft" (or buy) and cost 1000gp.</p></blockquote><p></p>
[QUOTE="Uller, post: 6984810, member: 413"] Which is why it should be kept optional...because once you go down the road of purchasing magic items then you have to consider the impact on all your players and their PCs. If one PC is spending his money on castles and armies and other things that don't really effect the three primary pillars of the game (exploration, interaction and combat) on a consistent basis while other PCs are buying +2 weapons and armor or other magical gear that they can use frequently then things get out of whack. In the past I was able to handle this reasonably well because a) players that choose to spend money on RP related stuff don't care so much about powergaming and b) I would drop minor magic items usable only for their character here and there (and sometimes as a result of their non-power gamey spending to help keep them at least within an order of magnitude of the other PCs. I have been able to muddle through using the "Sane Magic Item Pricing" pdf that is out there and mimicking the selling magic items downtime activity. Just reverse the table and set the time to be weeks instead of days. So a Sword of Life Stealing (1000gp) will take 1d8 weeks to find a seller and the price will be determined as follows: 20 or lower: Twice the base price 21-40: 1.75 times the base price or 1.5 base price from a shady seller 41-80: 1.5 times the base price or base price from a shady seller 81-90: base price 91+: Half price from a shady buyer You can also use the crafting a magic item rules combined with the same PDF. The crafting times get a little crazy, especially for very rare and legendary items (a legendary item would take one 17th level character 54 years to craft). So you might have to adjust that a bit. But the same Sword of Life Stealing would take about 4 months to "craft" (or buy) and cost 1000gp. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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