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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: 6995039" data-attributes="member: 413"><p>It's the one I go by. As long as players have interesting choices that allow their character to contribute, the game is 'balanced' with respect to the group. If a player feels like his character has no viable or interesting choices then something is off. In some cases this is a player problem. I others it is a DM problem. Sometimes it is a system problem or a combination of all.</p><p></p><p>For the topic at hand, that's where the lack of options for spending gold on marginal crunchy improvements to the ability of the PC to adventure better has become a (very minor) problem for me. As I mentioned up thread, I have two players that happily spend gold on RP related things. In the run up to our next adventure they will be rewarded for that by having a greater effect on the story. </p><p></p><p>That sort of use of gold is outright uninteresting to one of my players and another just doesn't care that much either way. I can present options for the one player all day long...hirelings/henchmen, a castle, a private mercenary force, membership into an elite guild and so on...he'll look at it and wonder which stat do those things increase. Now...I can get annoyed at this or I can give him a little of what he wants. He wants to spend gold on gear. So I give him a handful of magic items to choose from with a price and an amount of time he will have to spend and he decides what he wants to buy. I don't give him things that overpower the rest of the group and I make sure the choices the rest of the group made have an impact on the game as much as the magic items do. </p><p></p><p>I'm an experienced DM and with the help of the magic item price pdf I can genereally wing it. It'd be nice to have some more support than that in the rules but not the end of the world for me. But I can see how a newer DM with newer players that have the same expectation as the player I mentioned might run into trouble.</p></blockquote><p></p>
[QUOTE="Uller, post: 6995039, member: 413"] It's the one I go by. As long as players have interesting choices that allow their character to contribute, the game is 'balanced' with respect to the group. If a player feels like his character has no viable or interesting choices then something is off. In some cases this is a player problem. I others it is a DM problem. Sometimes it is a system problem or a combination of all. For the topic at hand, that's where the lack of options for spending gold on marginal crunchy improvements to the ability of the PC to adventure better has become a (very minor) problem for me. As I mentioned up thread, I have two players that happily spend gold on RP related things. In the run up to our next adventure they will be rewarded for that by having a greater effect on the story. That sort of use of gold is outright uninteresting to one of my players and another just doesn't care that much either way. I can present options for the one player all day long...hirelings/henchmen, a castle, a private mercenary force, membership into an elite guild and so on...he'll look at it and wonder which stat do those things increase. Now...I can get annoyed at this or I can give him a little of what he wants. He wants to spend gold on gear. So I give him a handful of magic items to choose from with a price and an amount of time he will have to spend and he decides what he wants to buy. I don't give him things that overpower the rest of the group and I make sure the choices the rest of the group made have an impact on the game as much as the magic items do. I'm an experienced DM and with the help of the magic item price pdf I can genereally wing it. It'd be nice to have some more support than that in the rules but not the end of the world for me. But I can see how a newer DM with newer players that have the same expectation as the player I mentioned might run into trouble. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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