AaronOfBarbaria
Adventurer
When your DM makes what you choose to do in-character matter.When does that actually matter in gameplay?
When your DM makes what you choose to do in-character matter.When does that actually matter in gameplay?
When your DM makes what you choose to do in-character matter.
A DM running a published adventure is only restricted in whichever ways they choose to restrict them self.Perhaps I should say in the narrative in official adventures released by WoTC. Otherwise, it's at most a tiny detour that has to merge back to where we would have gotten to anyways, without any lasting effect. If the DM is making their own adventures, that's a whole different kettle of fish - then they're not restricted in any way, and this whole discussion is moot in that case.
A DM running a published adventure is only restricted in whichever ways they choose to restrict them self.
Sorry, but my observation is that all these things doesn't add up to much compared to what you get. Also none of these things gets me excited about getting gold. There's nothing for me to "save for" that has any tangible effect on adventuring. So what if I own a whole city? When does that actually matter in gameplay?
Unless you are claiming DMs are forced to run Adventurer's League sessions against their will, then that falls within "ways they choose to restrict them self."Not true if it's Adventurer's League.
I will agree that better advice on how to incorporate these sort of things, or even better advice on how to DM in general, would be fantastic to have.Otherwise yes, but the lack of form or guidance for those things to take shape, and just putting it all on the DM to come up with something, seems like they're having to do something that WoTC should have already done.
Kinda.For me this just indicates that there isn't enough valid uses for gold in 5e. Any suggestions that I've heard to remedy this (that doesn't take this issue head-on) are anecdotal at best.
Sorry, but my observation is that all these things doesn't add up to much compared to what you get. Also none of these things gets me excited about getting gold. There's nothing for me to "save for" that has any tangible effect on adventuring. So what if I own a whole city? When does that actually matter in gameplay?
Kinda.
There aren't any uses for gold for optimizing in 5e. So if you only play D&D for combat then, no, there aren't a lot of uses for gold. Because once those purchases exist, they become mandatory.
This is a big change from 3e/4e where you got tonnes of gold but also had tonnes of magic items you had to buy in order to maintain the expected power level of characters. Characters effectively didn't *really* have any money, since the vast majority of gold went to purchasing gear; no one would spend money to buy a castle or a sailing ship as that meant not having a +4 belt or a +3 weapon (unless the DM was implementing house rules, such as not having magic for sale). Adventuring was a zero-profit business until you had all your slots filled and the price of upgrading items reached such ridiculous levels that your spare change was more money that a commoner saw in their lifetime and could be spent on frivolous things.
If you stripped out the assumed magic item purchases from 3e/4e and switched to an inherent bonus system there was just as little to spend money on.
I actually figured it out once, for a Pathfinder campaign. I removed 80% of the Wealth By Level and implemented an Inherent Bonuses point system. At level 10, the leftover money (20% WBL) they gained that level was 3,000 gp, and the characters each had something close to 13,000 gp, with the entire party having over 50k. Otherwise known as enough money for dozen commoners to live on a century.
Had they wanted, they could hire an army of 5,000 people, pay them 9 gold (over three-month's wages) and had them zerg rush the Big Bad.
And, again, that's just 20% of the expected money.
In 3.5e/Pathfinder, a good quality inn and meals costs 2.5 gp per day. An adult human in a D&D setting live for 15,000 days barring accident. So once you have 40,000 you can just retire and live in a *good* inn for life. Think 4-star all-inclusive resort. A 3e adventurer can hit that mark halfway through level 9. If they're willing to accept retirement at a Common quality inn, they can retire as low as 6th level. 4e only slightly delays the retirement age to 7th and 10th level.
Unless there's end-of-the-world type stakes, there's no reason to keep adventuring in those systems.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.