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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Ilbranteloth" data-source="post: 6996475" data-attributes="member: 6778044"><p>Absolutely. In fact, it's almost required in my campaign because advancement is so slow. I also have crafting rules, researching new spells rules, allow people to train for skills, proficiencies (like weapons, my groups are a bit more restrictive), and things like that. Crafting doesn't require feats.</p><p></p><p>Gaining levels is usually by "experience" and by that I mean we don't use XP, we (the player and I) look at the "experience" of the character over time to pick when it's appropriate to raise a level. Downtime training, particularly with a skilled mentor, can accelerate or even replace this altogether.</p><p></p><p>But, they all have substantial campaign costs. Not gaming constructs (like spending XP). Crafting takes a long time, requires rare and/or expensive components, finding and/or researching the proper "recipe" and your own laboratory and, for the most part, your own laboratory. It takes time to enchant the item, and you suffer Constitution damage in the process. In my world you basically use the death save mechanic to recover each point of ability damage, one per day, and 3 failures indicates that particular point of ability damage is permanent. There are potential modifiers to this. Also, not only is there a chance of failure, it extends all the way to the possibility of blowing up the laboratory.</p><p></p><p>Training? Takes a significant amount of hours. Just like learning/researching a spell. You can do this for an hour or two a night when you stop for camp. But then characters in my campaign are relatively normal people. They'll stop at around dinnertime, usually after about 8 hours of adventuring, set up camp, eat, train, study, maintain and repair equipment, tell stories, and rest until daybreak. So a typical "long rest" is 12 to 14 hours of the day and incorporates a night's sleep in that time.</p><p></p><p>See, when most people are talking about having a crafting system, or training, or whatever, they are looking for a system that they can use and still adventure and gain a level every 3 to 6 sessions. We play 40 to 50 times a year, and at that pace it would be 6 to 13 levels of advancement each year using those rules. Instead, we tend to advance 2 to 4 levels each year, sometimes less. We look at it differently. Magic items are rare. If every adventurer (PC or NPC) could theoretically craft magic items and advance that quickly, then there would be a lot more high level adventurers, and a lot more magic items.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6996475, member: 6778044"] Absolutely. In fact, it's almost required in my campaign because advancement is so slow. I also have crafting rules, researching new spells rules, allow people to train for skills, proficiencies (like weapons, my groups are a bit more restrictive), and things like that. Crafting doesn't require feats. Gaining levels is usually by "experience" and by that I mean we don't use XP, we (the player and I) look at the "experience" of the character over time to pick when it's appropriate to raise a level. Downtime training, particularly with a skilled mentor, can accelerate or even replace this altogether. But, they all have substantial campaign costs. Not gaming constructs (like spending XP). Crafting takes a long time, requires rare and/or expensive components, finding and/or researching the proper "recipe" and your own laboratory and, for the most part, your own laboratory. It takes time to enchant the item, and you suffer Constitution damage in the process. In my world you basically use the death save mechanic to recover each point of ability damage, one per day, and 3 failures indicates that particular point of ability damage is permanent. There are potential modifiers to this. Also, not only is there a chance of failure, it extends all the way to the possibility of blowing up the laboratory. Training? Takes a significant amount of hours. Just like learning/researching a spell. You can do this for an hour or two a night when you stop for camp. But then characters in my campaign are relatively normal people. They'll stop at around dinnertime, usually after about 8 hours of adventuring, set up camp, eat, train, study, maintain and repair equipment, tell stories, and rest until daybreak. So a typical "long rest" is 12 to 14 hours of the day and incorporates a night's sleep in that time. See, when most people are talking about having a crafting system, or training, or whatever, they are looking for a system that they can use and still adventure and gain a level every 3 to 6 sessions. We play 40 to 50 times a year, and at that pace it would be 6 to 13 levels of advancement each year using those rules. Instead, we tend to advance 2 to 4 levels each year, sometimes less. We look at it differently. Magic items are rare. If every adventurer (PC or NPC) could theoretically craft magic items and advance that quickly, then there would be a lot more high level adventurers, and a lot more magic items. [/QUOTE]
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