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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Uller" data-source="post: 6997305" data-attributes="member: 413"><p>And it doesn't matter what is played more (if I had to bet I would put my money on homebrews). That wasn't my point. The published adventures are WotC's own interpretation of how their rules and guidance is applied. It's not "official" as in "this is the only right way to play" it's official as in "this is how we recommend newer DMs and groups play.</p><p></p><p>My current group played mostly 3e homebrew sandbox campaigns with occasional published one-shots thrown in. We played D&D Next Ghosts of Dragonspear Castle explicitly because we wanted to play an adventure written by the designers of the new rules. When 5e finally came out I asked my players what they wanted to do...return to a homebrew sandbox or play a published campaign. They chose the published campaign...in the words of one of my players: "To see how they intended the game to be played." </p><p></p><p>We ran LMoP and then PotA (we're slow because we don't play that often) and they asked that I stick to the adventures as closely as possible rather than throw in a lot of hooks to my own adventures outside the written material. </p><p></p><p>By the time we started tackling the elemental temples in PotA my players (two in particular) started feeling like they didn't have a lot of good options and grew bored with monetary rewards. As I said, this isn't a huge problem for me. I fixed it on my own with some input from my players on what they wanted. The game moved on. </p><p></p><p>But when we are told over and over again by people here that this "isn't a problem" or is "a problem with our DMing" it's beyond aggravating. If I were running my own homebrew with my own chosen level of magic and monetary rewards it would have never been a problem. For whatever reason, page 135-136 of the DMG recognizes that players will want to buy, sell and craft magic items but then the downtime activities only give new DMs the tools for two of those. It's a hole. It's not the end of the world. A UA article could solve it. If you don't want a solution because it's not a problem for you then why bother telling others they're just making something out of nothing? Move along.</p></blockquote><p></p>
[QUOTE="Uller, post: 6997305, member: 413"] And it doesn't matter what is played more (if I had to bet I would put my money on homebrews). That wasn't my point. The published adventures are WotC's own interpretation of how their rules and guidance is applied. It's not "official" as in "this is the only right way to play" it's official as in "this is how we recommend newer DMs and groups play. My current group played mostly 3e homebrew sandbox campaigns with occasional published one-shots thrown in. We played D&D Next Ghosts of Dragonspear Castle explicitly because we wanted to play an adventure written by the designers of the new rules. When 5e finally came out I asked my players what they wanted to do...return to a homebrew sandbox or play a published campaign. They chose the published campaign...in the words of one of my players: "To see how they intended the game to be played." We ran LMoP and then PotA (we're slow because we don't play that often) and they asked that I stick to the adventures as closely as possible rather than throw in a lot of hooks to my own adventures outside the written material. By the time we started tackling the elemental temples in PotA my players (two in particular) started feeling like they didn't have a lot of good options and grew bored with monetary rewards. As I said, this isn't a huge problem for me. I fixed it on my own with some input from my players on what they wanted. The game moved on. But when we are told over and over again by people here that this "isn't a problem" or is "a problem with our DMing" it's beyond aggravating. If I were running my own homebrew with my own chosen level of magic and monetary rewards it would have never been a problem. For whatever reason, page 135-136 of the DMG recognizes that players will want to buy, sell and craft magic items but then the downtime activities only give new DMs the tools for two of those. It's a hole. It's not the end of the world. A UA article could solve it. If you don't want a solution because it's not a problem for you then why bother telling others they're just making something out of nothing? Move along. [/QUOTE]
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