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Community
General Tabletop Discussion
*Dungeons & Dragons
Is there too much gold/reward?
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<blockquote data-quote="CapnZapp" data-source="post: 6855232" data-attributes="member: 12731"><p>Sure, but why have all that gold if you have to drain it away to not have it be a problem.</p><p></p><p>The AL approach, where you award incredibly little gold no matter the PCs level, seems much more logical.</p><p></p><p>Of course, if you have thousands of gold pieces I far prefer if you can translate that into things adventurers need to do their job. </p><p></p><p>And in D&D I would say a good expectation of an adventurer's job is 90% slaying monsters and the rest is a combination of surviving snowstorms, falling into alien goo, wooing princesses, talking to kings, resisting demonic madness, and exposing devilish spies.</p><p></p><p>You might set the percentage at 80%, but any talk of three equal pillars is a load of horse. The game rules revolve around combat. All classes are combat capable. The subsystems to "take a dragon to zero hp" are MUCH more complex than the systems for persuading it to open (or fooling it or intimidating it into opening) its treasure coffers for you. That's fact, not opinion.</p><p></p><p>You may play the game differently. And nothing wrong with that. Doesn't change that percentage, though. The game is still built around combat, even if you don't use it that way. </p><p></p><p>Which brings me back to the obviousness of how selling the game without a robust magic item economy is a serious omission, not to mention the single biggest stumbling block to using the edition for 3e-era gaming. Without it, they really can't claim they have provided full conversion guidelines, since their current guideline effectively says "don't play the game like you used to any more. stop buying magic items for gold even if you like it and have no problems with it"</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6855232, member: 12731"] Sure, but why have all that gold if you have to drain it away to not have it be a problem. The AL approach, where you award incredibly little gold no matter the PCs level, seems much more logical. Of course, if you have thousands of gold pieces I far prefer if you can translate that into things adventurers need to do their job. And in D&D I would say a good expectation of an adventurer's job is 90% slaying monsters and the rest is a combination of surviving snowstorms, falling into alien goo, wooing princesses, talking to kings, resisting demonic madness, and exposing devilish spies. You might set the percentage at 80%, but any talk of three equal pillars is a load of horse. The game rules revolve around combat. All classes are combat capable. The subsystems to "take a dragon to zero hp" are MUCH more complex than the systems for persuading it to open (or fooling it or intimidating it into opening) its treasure coffers for you. That's fact, not opinion. You may play the game differently. And nothing wrong with that. Doesn't change that percentage, though. The game is still built around combat, even if you don't use it that way. Which brings me back to the obviousness of how selling the game without a robust magic item economy is a serious omission, not to mention the single biggest stumbling block to using the edition for 3e-era gaming. Without it, they really can't claim they have provided full conversion guidelines, since their current guideline effectively says "don't play the game like you used to any more. stop buying magic items for gold even if you like it and have no problems with it" [/QUOTE]
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Is there too much gold/reward?
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