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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="ValamirCleaver" data-source="post: 6996549" data-attributes="member: 703"><p><strong><a href="https://www.rpgnow.com/product/194619/Immortals-Companion" target="_blank">Immortals Companion</a></strong></p><p></p><p>The Immortals Companion is an unofficial supplement for the fifth edition of the worlds greatest roleplaying game.</p><p></p><p>Presented here are five sets of rules, most of which are conversions of rules from previous editions of the game, and all of which are updated for use with fifth edition.</p><p></p><p>These are:</p><p></p><p>* <strong>Dominion management rules, from the old "Companion" set.</strong></p><p></p><p>* Mass combat rules, from the old "Companion" set.</p><p></p><p>* <strong>Rules for magical "Essence" that can be used to create magic items, from 4th edition.</strong></p><p></p><p>* Rules for immortals, from the old "Immortals" set (including rules for a five dimensional multiverse!)</p><p></p><p>* Rules for time travel, extrapolated from the examples of time travel found in various classic adventures.</p><p></p><p>The rules are presented in a modular fashion, so you can choose which modules to use in your campaign.</p><p></p><p></p><p><strong><a href="https://www.rpgnow.com/product_reviews_info.php?&reviews_id=161580&products_id=99123" target="_blank">Adventurer Conqueror King System</a></strong></p><p></p><p>So many D&D games make reference to "gaining a stronghold and followers" at level 9, but they offer no interpretation of what that means, what that would be like. It's often relegated to story dressing, and doesn't get the attention that, say, combat does. ACKs fills in this sorely needed gap in a way that is largely compatible with most fantasy medieval games.</p><p></p><p>They say that what you give experience for in an RPG determines the kind of play you encourage. In this way, ACKs <strong>encourages ruling kingdoms, engaging in magical research, founding religions, running a thieves guild, or embarking on mercantile ventures as well as it does things like killing foes and stealing their treasure. Not only this, but it encourages doing these things boldly: timid rulers satisfied with their holds won't gain XP, but ambitious conquerors who expand their realm will.</strong></p><p></p><p><strong>Of course, these rules alone are worth the price of entry, and are easily ported to your game of choice, as the economic ideas underpinning the XP rewards are consistent enough to survive translation as long as you properly anchor to common worths.</strong> But the actual rules for playing adventurers are good too. You get a servicable expansion of available classes that simultaneously preserves the feel of "race as class" while giving people playing demihumans more options than usual.</p></blockquote><p></p>
[QUOTE="ValamirCleaver, post: 6996549, member: 703"] [B][URL="https://www.rpgnow.com/product/194619/Immortals-Companion"]Immortals Companion[/URL][/B] The Immortals Companion is an unofficial supplement for the fifth edition of the worlds greatest roleplaying game. Presented here are five sets of rules, most of which are conversions of rules from previous editions of the game, and all of which are updated for use with fifth edition. These are: * [B]Dominion management rules, from the old "Companion" set.[/B] * Mass combat rules, from the old "Companion" set. * [B]Rules for magical "Essence" that can be used to create magic items, from 4th edition.[/B] * Rules for immortals, from the old "Immortals" set (including rules for a five dimensional multiverse!) * Rules for time travel, extrapolated from the examples of time travel found in various classic adventures. The rules are presented in a modular fashion, so you can choose which modules to use in your campaign. [B][URL="https://www.rpgnow.com/product_reviews_info.php?&reviews_id=161580&products_id=99123"]Adventurer Conqueror King System[/URL][/B] So many D&D games make reference to "gaining a stronghold and followers" at level 9, but they offer no interpretation of what that means, what that would be like. It's often relegated to story dressing, and doesn't get the attention that, say, combat does. ACKs fills in this sorely needed gap in a way that is largely compatible with most fantasy medieval games. They say that what you give experience for in an RPG determines the kind of play you encourage. In this way, ACKs [B]encourages ruling kingdoms, engaging in magical research, founding religions, running a thieves guild, or embarking on mercantile ventures as well as it does things like killing foes and stealing their treasure. Not only this, but it encourages doing these things boldly: timid rulers satisfied with their holds won't gain XP, but ambitious conquerors who expand their realm will.[/B] [B]Of course, these rules alone are worth the price of entry, and are easily ported to your game of choice, as the economic ideas underpinning the XP rewards are consistent enough to survive translation as long as you properly anchor to common worths.[/B] But the actual rules for playing adventurers are good too. You get a servicable expansion of available classes that simultaneously preserves the feel of "race as class" while giving people playing demihumans more options than usual. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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