Lanefan
Victoria Rules
While your analysis is quite good as far as it goes, I think there's one more step to it:Well first of all, I think the issue with your one-use super-wish was not analysis paralysis but the classic healing potion problem. In RPGs, players are often hesitant to use consumable items for fear that they might not have them at some hypothetical point in the future where they need them more, and end up not spending them at all. This is a very common phenomenon, but I don’t think it’s what’s going on with gold in 5e. I’ve never heard a player complain that they don’t want to spend their gold because what if there’s something better to spend it on later. What I do hear players complaining about is having so much gold and nothing to spend it on.
Now, to some, the idea that there’s nothing to spend gold on seems like complete nonsense. Of course there’s stuff to spend your gold on! Strongholds, mage towers, hirelings, boats, a spyglass… How could anyone feel like there isn’t anything to spend gold on when there are tables and tables of big-ticket items to do exactly that?
I think the real culprit is the shift in the game’s focus over time. As the game has moved away from troupe play in a shared sandbox and towards following the exploits of a particular group of characters, the things PCs used to spend their gold on has lost its value to most players.
Yes, "the game has moved away from troupe play in a shared sandbox and towards following the exploits of a particular group of characters", but beyond that the game has moved away from looking at what those characters do in the setting as a whole in favour of focusing almost exclusively on what they do while adventuring.
Adventure-path play is the worst for this; the design expects the party to jump straight from one adventure to the next along the path until the path is complete, at which point the campaign ends.
Put another way, there's very little if any design-level focus on downtime; on what characters might do when not out in the field. Contrast this with 1e where downtime between adventures was almost baked into the rules, particularly via a) the very slow natural healing and b) having to train in order to level up; and in any case it was usually somewhat expected that a party - even one with no character turnover - would take some time off between adventures.
Strongholds, houses, towers, guilds, etc. - setting those things up are all downtime activities, as is spending the requisite funds. If the game as designed doesn't put any consideration into downtime it's no wonder these things just don't come up.
Lifestyle Expenses are an active disincentive for a party to take downtime.What do I care that my character owns a house if the gameplay entirely takes place away from that house? What use is a mage’s tower when I’m off on an adventure? And a boat is only useful if you’re specifically playing a nautical adventure, and if you are, you’ll get a boat anyway because otherwise the adventure can’t happen.
This is also why no one pays any attention to the rules for Lifestyle Expenses. Who cares if I’m theoretically living an aristocratic life style? When the actual game is happening, I’m gonna be eating canned rations and sleeping on a bedroll in some haunted forest anyway.
I disagree about the not-worth-it part, but hirelings generally don't cost very much and thus aren't that useful in draining money from PCs.Hirelings can at least be useful on an adventure, but… They also take up mental bandwidth on managing them in combat, table time executing their turns, and spotlight time while exploring and socializing - or if they don’t, they’re boring and get forgotten about. Not worth it.
Magic items, yes.So what does that leave to spend gold on after you’ve all chipped in to buy your party tank a set of full plate armor? Some ridiculously expensive poisons that will be useful for exactly one attack? Potions that I’ll just end up saving for some hypothetical future time when I’ll need them more? (Ooooooohhh, there’s the Wish connection!) No. All this gold feels useless despite the game giving you plenty of things to spend it on, because none of those things are useful in the game as it’s typically played nowadays.
So, what’s the solution? Let players buy magic weapons and armor. Seriously, that’s the only thing that’s going to be valuable enough to the folks who finds gold useless for them to want to spend it on.
Another thing is some sort of party-member-revival insurance fund; such that if a party member dies and the survivors have to pay for getting said person revived, the insurance fund (which everyone's already chipped in to) covers it.
Whci is one way you-as-DM can cause some adventuring-related expenses to arise: put costs on various spells. Don't go the 3e route and insist on diamond dust, that was dumb. But have it that a certain value - be it in goods, cash, or whatever - must be sacrificed in order to pay for divine* spells, whether cast by a PC or a hired NPC.
* - this works best for divine spells as the offerings can simply vanish...
