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General Tabletop Discussion
*Dungeons & Dragons
Is there too much gold/reward?
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<blockquote data-quote="devincutler" data-source="post: 6851309" data-attributes="member: 6684551"><p>The fact is that compared with 3e, there is just not enough to spend things on for the PCs. It's not that there is too much gold per se, it is that the PCs accumulate it without spending it. I think, in some sense this is a misnomer. Yes, when a fighter gets plate armour he is basically done, unless you re-magic shoppe 5th edition (not something I would ever recommend...you know...I have been running 5e for 5 months now and I still have to tell my players EVERY SESSION that aside from common potions and 1st level spell scrolls, there is NO MAGIC FOR SALE...they just can't get their heads wrapped around the concept!), he's got nothing crunchy to spend on.</p><p></p><p>Spellcasters are in a different situations, as there are a fair number of higher level spells that cost a lot to cast (stoneskin comes immediately to mind, but I know I saw a spell last night that costs 1,000 gp each time you cast it).</p><p></p><p>But even so, yes, the PCs will have a hard time spending their gp on crunchiness if you use the treasure guidelines in the books or as presented in the official modules.</p><p></p><p>But that problem also goes away if you are running a full campaign as opposed to one of these "adventure path" type modules. Let's face it, the APs don't really allow the PCs to spend gold on things like castles and trade ventures, et al. In fact, they take place over such a short period of time that even daily living costs don't add up to much. </p><p></p><p>In a full fledged campaign, however, I think a DM who has caused his players to become invested in the game world can find plenty of things for them to spend their money on.</p><p></p><p>Also, I wonder if the variant rules for spending time and money to level up will hep significantly in reducing gold flourish?</p></blockquote><p></p>
[QUOTE="devincutler, post: 6851309, member: 6684551"] The fact is that compared with 3e, there is just not enough to spend things on for the PCs. It's not that there is too much gold per se, it is that the PCs accumulate it without spending it. I think, in some sense this is a misnomer. Yes, when a fighter gets plate armour he is basically done, unless you re-magic shoppe 5th edition (not something I would ever recommend...you know...I have been running 5e for 5 months now and I still have to tell my players EVERY SESSION that aside from common potions and 1st level spell scrolls, there is NO MAGIC FOR SALE...they just can't get their heads wrapped around the concept!), he's got nothing crunchy to spend on. Spellcasters are in a different situations, as there are a fair number of higher level spells that cost a lot to cast (stoneskin comes immediately to mind, but I know I saw a spell last night that costs 1,000 gp each time you cast it). But even so, yes, the PCs will have a hard time spending their gp on crunchiness if you use the treasure guidelines in the books or as presented in the official modules. But that problem also goes away if you are running a full campaign as opposed to one of these "adventure path" type modules. Let's face it, the APs don't really allow the PCs to spend gold on things like castles and trade ventures, et al. In fact, they take place over such a short period of time that even daily living costs don't add up to much. In a full fledged campaign, however, I think a DM who has caused his players to become invested in the game world can find plenty of things for them to spend their money on. Also, I wonder if the variant rules for spending time and money to level up will hep significantly in reducing gold flourish? [/QUOTE]
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