Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Money - Huh! What is it good for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6443482" data-attributes="member: 4937"><p>In my experience, money in Old School play has the following uses:</p><p></p><p>a) Setting up a secure sanctuary. You need a place to go when you head back to town, and after you get some enemies and wealth a room at the inn doesn't cut it. From a very low level, you want a fortified town home with whatever traps and magical protections you can manage, maintained and guarded by whatever loyal henchmen you can spare and some guard dogs. Once you hit 7th level, you'll want to start thinking about libraries and workshops to support potion and scroll production. If you are travelling, you want a Vardo or Ship of some sort. You'll eventually want these bolt holes in multiple locales. Higher level, you want actual Strongholds.</p><p>b) Legal protection. You'll be paying taxes, buying licenses (to carry weapons, to form a mercenary company), hiring lawyers/clerks to keep track of your property and protect it. If patents of nobility are for sale, you'll want at least someone in the party to buy one. </p><p>c) Retainers and Henchmen: If you pay your people well, you get useful loyalty bonuses. Henchmen are probably more useful protecting your house, steeds, and other property when you can't than they are in a dungeon. Spare magic items for your henchmen make them both much more loyal and much more effective. Several of the standard expert retainers can be very useful. If you can find a potent enough Sage, they make really good assistants. Eventually you'll be adding followers as well.</p><p>d) Business: If you can manage it, it's good to put your money to work for you. All that gold sitting in your bag of holding could be providing you a revenue stream. Henchmen and retainers when they aren't assisting you can manage businesses on the side, building your holdings and giving you a return on investment. </p><p>e) Making friends and influencing people: Don't think of throwing a party as squandering your money. Think of it as making vital contacts in the community. Pay bribes. Give gifts to people in high places. Support local temples. Pay protection money to the local thieves guild. You'll have a much easier time convincing the DM to let you utilize NPCs as resources if you've established that they have a reason to want to keep you around and owe you favors.</p><p></p><p>A lot of the problems RBDMs will throw at players out side the dungeons can be effectively mitigated by liberal application of your gold. Of course, you'll always run into DMs that will punish you for this by inventing problems for you wouldn't have had otherwise (enemies attack your house because you have one, but wouldn't have attacked the inn if you'd just stayed there) or giving enemies unlimited resources to harass you (a couple of henchmen left to protect the horses are attacked by ogres conjured up by the DM that weren't part of his original notes, where as horses left by themselves would be peacefully munching grass right were you left them), in which case turtle up the old fashion way with everything in a Heward's haversack and never let anything outside of your sight and reach. But, don't be that DM, not just because it isn't fair, but because ultimately, it's not that fun (for the DM) either.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6443482, member: 4937"] In my experience, money in Old School play has the following uses: a) Setting up a secure sanctuary. You need a place to go when you head back to town, and after you get some enemies and wealth a room at the inn doesn't cut it. From a very low level, you want a fortified town home with whatever traps and magical protections you can manage, maintained and guarded by whatever loyal henchmen you can spare and some guard dogs. Once you hit 7th level, you'll want to start thinking about libraries and workshops to support potion and scroll production. If you are travelling, you want a Vardo or Ship of some sort. You'll eventually want these bolt holes in multiple locales. Higher level, you want actual Strongholds. b) Legal protection. You'll be paying taxes, buying licenses (to carry weapons, to form a mercenary company), hiring lawyers/clerks to keep track of your property and protect it. If patents of nobility are for sale, you'll want at least someone in the party to buy one. c) Retainers and Henchmen: If you pay your people well, you get useful loyalty bonuses. Henchmen are probably more useful protecting your house, steeds, and other property when you can't than they are in a dungeon. Spare magic items for your henchmen make them both much more loyal and much more effective. Several of the standard expert retainers can be very useful. If you can find a potent enough Sage, they make really good assistants. Eventually you'll be adding followers as well. d) Business: If you can manage it, it's good to put your money to work for you. All that gold sitting in your bag of holding could be providing you a revenue stream. Henchmen and retainers when they aren't assisting you can manage businesses on the side, building your holdings and giving you a return on investment. e) Making friends and influencing people: Don't think of throwing a party as squandering your money. Think of it as making vital contacts in the community. Pay bribes. Give gifts to people in high places. Support local temples. Pay protection money to the local thieves guild. You'll have a much easier time convincing the DM to let you utilize NPCs as resources if you've established that they have a reason to want to keep you around and owe you favors. A lot of the problems RBDMs will throw at players out side the dungeons can be effectively mitigated by liberal application of your gold. Of course, you'll always run into DMs that will punish you for this by inventing problems for you wouldn't have had otherwise (enemies attack your house because you have one, but wouldn't have attacked the inn if you'd just stayed there) or giving enemies unlimited resources to harass you (a couple of henchmen left to protect the horses are attacked by ogres conjured up by the DM that weren't part of his original notes, where as horses left by themselves would be peacefully munching grass right were you left them), in which case turtle up the old fashion way with everything in a Heward's haversack and never let anything outside of your sight and reach. But, don't be that DM, not just because it isn't fair, but because ultimately, it's not that fun (for the DM) either. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Money - Huh! What is it good for?
Top