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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Guest 6801328" data-source="post: 6999647"><p>Two quasi-unrelated comments:</p><p></p><p>1) In general I find it more fun to have an expenditure in mind that you save for, so that each gold piece gets you closer to your goal, rather than just amassing gold and then checking your balance when a possible expenditure comes up. </p><p></p><p>2) I'd love to play in a game where there are some huge costs associated with succeeding at a quest/adventure, without it resulting in the possession of something (be it a magic item or a castle.) I don't have great ideas for what this would look like, but an example might be you need a ship to get someplace that evokes superstitious dread, and the only way to do that is to buy a ship and outfit it, and of course you lose the ship during the adventure. Or maybe the only pirate captain brave enough to go wants an absolutely absurd amount of gold to take you there.</p><p></p><p>Personally I don't find buying a castle, or running a cult or spy-ring, or bribing an entire government, very interesting. At least, not as an ongoing thing. I could see doing any of those things <em>as part of one adventure</em>, but at the end of the day...and the session...I really just want to be responsible for whatever I can carry in my saddlebags.</p><p></p><p>EDIT:</p><p></p><p>What if levels above a certain threshold (10?) cost increasing amounts of gold, to represent not just increased skill but your position within an order? Barbarians have to send riches back to their tribes, Wizards have to own libraries and labs, Warlock Patrons begin to demand a return on their investment, Bards get hit with the compounded interest on their Pell loans, etc.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6999647"] Two quasi-unrelated comments: 1) In general I find it more fun to have an expenditure in mind that you save for, so that each gold piece gets you closer to your goal, rather than just amassing gold and then checking your balance when a possible expenditure comes up. 2) I'd love to play in a game where there are some huge costs associated with succeeding at a quest/adventure, without it resulting in the possession of something (be it a magic item or a castle.) I don't have great ideas for what this would look like, but an example might be you need a ship to get someplace that evokes superstitious dread, and the only way to do that is to buy a ship and outfit it, and of course you lose the ship during the adventure. Or maybe the only pirate captain brave enough to go wants an absolutely absurd amount of gold to take you there. Personally I don't find buying a castle, or running a cult or spy-ring, or bribing an entire government, very interesting. At least, not as an ongoing thing. I could see doing any of those things [I]as part of one adventure[/I], but at the end of the day...and the session...I really just want to be responsible for whatever I can carry in my saddlebags. EDIT: What if levels above a certain threshold (10?) cost increasing amounts of gold, to represent not just increased skill but your position within an order? Barbarians have to send riches back to their tribes, Wizards have to own libraries and labs, Warlock Patrons begin to demand a return on their investment, Bards get hit with the compounded interest on their Pell loans, etc. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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