Charlaquin
Goblin Queen (She/Her/Hers)
Yeah, that definitely works.Yeah for a long time I tried to give PCs things to spend gold on in the form of special materials, hiring crafts folk to work on crafting jobs while they adventure and other hireling expenses, strongholds and businesses, buying land, investing in people and businesses and towns, etc, but I’m finding that actually tracking the gold for that sort of thing is awful gameplay. I’d rather abstract it somehow into macro resource points that you can spend.
1 macrocoin pays a single skilled hireling for a season of work. etc
Yeah, tailoring loot to the players is an option, and a good one in my opinion, though there are lots of folks who find it feels too artificial. Being able to sell unwanted loot and use the money to buy wanted loot (or break down unwanted loot and use the materials to craft wanted loot - 6 of one, half a dozen of the other) is mostly for if loot is awarded randomly, and in that case it’s essential, in my opinion.My ideal would be more that no PC ever has a magic item they don’t want, because their magic items are specific to them, but yeah I’m all for that or a 4e style “break it down into residuum and use it to make what you do want” system.