Money/Gold in Low Magic Item Settings

fjw70

Adventurer
I am starting a new 4e D&D campaign and I am making it low in magic items. Basically magic items will be rare and not purchasable (except for consumables like potion). We will be using inherent bonuses to compensate.

The issue now is what good is money/gold? Back when I played 1e/basic (when buying magic items wasn't an option) you primarily saved your gold for building and maintaining your stronghold/temple/etc.

So my questions is in your low magic item camapigns (not necessarily D&D) what do the players do with their money? Or do they just not acquire much money?
 

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A lot of people like to forget that in 1st/2nd edition you were supposed to pay for training before you leveled up, it got dropped and excess money abound...

I usually just lower it from the "gold" standard to the "silver" or "copper" standard; adjusting money awarded down, one or two coin levels to slow the wealth increase. Of course, now that players are expected to go plane hoping at higher levels, a stronghold seems pretty "quaint".

With a lower magical index though, strongholds have more meaning in defense and the up keep of law, so maybe you'll hint they need to "get back to basics" so to speak. :)
 

Day to day survival. Keeping the armor and weapons and boots in good condition costs money. Stable fees and hay fees for the horses cost money. Staying in inns and eatng food costs money. Bribing people to get informaition and titheing the churches so the gods don't get mad at you costs money.

Ido tend to give out less money and make it so the best equipment can't be bought at first level. I had one campaign that the players cheered when at 8th level they finally secured a workable crossbow. Granted that was 2e in Thieves World.
 

If they are heroic adventurers, have them 'save' really poor communities as much as possible. If they really are heroic, and get a good amount of loot from the 'dungeon' (Goblin tribe, whatever), they should think hard about giving back to the community rather than demanding more of a reward! And that should make them feel more heroic. But yeah, you'll probably have to downgrade the amount of loot they get, and probably go on the silver standard.

But don't toss out magic items completely. Just get rid of the + items and make the ones they do find unique. Without having to upgrade to the next +X all the time that Flame Sword is far more likely to become a character's signiture weapon rather than getting tossed. (But you seem to be aware of that anyway.)
 


Since it is a low magic environment:

Fur lined Wyvern hide boots with platinum buckles. Finest silk pants and shirt. Vest decorated with gold thread and gemstones. Eight rings set with the finest gemstones I have recovered in my travels. Fine platinum necklace with a gem encrusted holy symbol to my diety. Dragonhide belt with platinum gem encrusted buckle. Platinum hair clasp set with a saphire the size of an egg. Cloak of the finest cloth, dyed deepest purple. Staff of the darkest ebony, with a ruby the size of my fist in a gold setting on top.

If, when walking down the street, my normal clothing is not worth more than the entire settlement I am in, that means I need to go adventuring some more.

I want everyone to know that I am an adventuring wizard. I topple tyrants, destroy dragons, bushwack bandits, obliterate orcs, and exterminate evil. Mess with me at your own peril.

As for a home, I dont want a fortress. Stopping invading armes and marauding dragons are what spells are for. My home isnt a fortress so much as Versailles. Well, the objective is to make Versailles look like a crack house.

I spread (true) rumors of my horrifically trapped treasure vaults, filled to the brim with gold. I do this because I insist on smart rogues, and the dumb ones will get weeded out by the traps. The ones that manage to get out with their lives learn a valuable lesson, and the ones that get out with gold are noted for future reference, as a good thief is hard to find.

I build a school of wizardry that makes Hogwarts look like a community college. It would have a library with a copy of every book ever written in it. The students would go on to be advisors to kings and emperors, slayers of evil, finders of secrets.

I would actually even do these things in a high magic setting also. So, pour on the gold, I wont be spending all that much on items for myself.
 

Since it is a low magic environment:

Fur lined Wyvern hide boots with platinum buckles. Finest silk pants and shirt. Vest decorated with gold thread and gemstones. Eight rings set with the finest gemstones I have recovered in my travels. Fine platinum necklace with a gem encrusted holy symbol to my diety. Dragonhide belt with platinum gem encrusted buckle. Platinum hair clasp set with a saphire the size of an egg. Cloak of the finest cloth, dyed deepest purple. Staff of the darkest ebony, with a ruby the size of my fist in a gold setting on top.

If, when walking down the street, my normal clothing is not worth more than the entire settlement I am in, that means I need to go adventuring some more.

I want everyone to know that I am an adventuring wizard. I topple tyrants, destroy dragons, bushwack bandits, obliterate orcs, and exterminate evil. Mess with me at your own peril.

As for a home, I dont want a fortress. Stopping invading armes and marauding dragons are what spells are for. My home isnt a fortress so much as Versailles. Well, the objective is to make Versailles look like a crack house.

when does your new rap Cd come out?:lol:
 

Most of my games treat magic as you describe (unpurchasable). It's never really been an issue. Depending on the setting and rules, gold serves for us to:

  • Investing in a holding
  • Supporting a cause
  • Creating magic items
  • Enhancing magic items (with heirloom type rules)
Marc
 

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