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Community
General Tabletop Discussion
*Dungeons & Dragons
Is there too much gold/reward?
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<blockquote data-quote="ExploderWizard" data-source="post: 6855269" data-attributes="member: 66434"><p>There is a way to do anything you want. You can award XP for gold and still keep available gold on the low side by simply increasing the ratio of XP to GP thus using smaller treasure hoards while awarding as much XP. </p><p></p><p></p><p></p><p>That has been done already. There are systems that do that and are still playable. Once this option becomes available then it dominates play as players race to keep up with expected gear levels and gold spent on anything else is seen as wasted. It also turns item that are supposed to be considered treasure into mundane sports equipment. I think 5E did a great job of leaving that bag of worms to the individual DM. </p><p></p><p></p><p></p><p>Based on the current rules for awarding XP I have to agree. The game is naturally driven to activities that generate the largest amounts of XP. The most detail provided about XP awards are all combat encounter based with a few suggestions on making non-combat encounters equal to a certain CR and awarding XP as if it were a combat encounter. This drives play towards a very bloodthirsty focus. That which does not kill you does indeed make you stronger by awarding XP. </p><p></p><p>Changing the focus of those XP awards away from how much blood you spill can change the dynamic quite a bit. </p><p></p><p></p><p></p><p>A magic item economy can exist in 5E if you want it. I'm using one in my current campaign ( and OH how I regret it) so it can be done. I'm using the table on page 135 of the DMG which DOES provide price guidelines. I use the highest value range for permanent items and the low to middle range for consumables. Its simple and functional. It also means that after the players find a decent loot haul they spend as much time shopping as adventuring, which is why I'm ditching the whole economy in my next campaign.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6855269, member: 66434"] There is a way to do anything you want. You can award XP for gold and still keep available gold on the low side by simply increasing the ratio of XP to GP thus using smaller treasure hoards while awarding as much XP. That has been done already. There are systems that do that and are still playable. Once this option becomes available then it dominates play as players race to keep up with expected gear levels and gold spent on anything else is seen as wasted. It also turns item that are supposed to be considered treasure into mundane sports equipment. I think 5E did a great job of leaving that bag of worms to the individual DM. Based on the current rules for awarding XP I have to agree. The game is naturally driven to activities that generate the largest amounts of XP. The most detail provided about XP awards are all combat encounter based with a few suggestions on making non-combat encounters equal to a certain CR and awarding XP as if it were a combat encounter. This drives play towards a very bloodthirsty focus. That which does not kill you does indeed make you stronger by awarding XP. Changing the focus of those XP awards away from how much blood you spill can change the dynamic quite a bit. A magic item economy can exist in 5E if you want it. I'm using one in my current campaign ( and OH how I regret it) so it can be done. I'm using the table on page 135 of the DMG which DOES provide price guidelines. I use the highest value range for permanent items and the low to middle range for consumables. Its simple and functional. It also means that after the players find a decent loot haul they spend as much time shopping as adventuring, which is why I'm ditching the whole economy in my next campaign. [/QUOTE]
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Is there too much gold/reward?
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