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<blockquote data-quote="Sigdel" data-source="post: 5950422" data-attributes="member: 19261"><p>I was thinking about this the other day.</p><p></p><p> In previous editions one of the driving forces behind GP collection was so you could buy magic items to stay on par with the difficulty curve of monsters.</p><p></p><p>But with the flat math (which I love) of D&DN and the core assumption that magic items cant be bought (easily) I ask this question: What do we do with all this money? </p><p> </p><p>Are they going to bring back the GP=XP system of the way-back-when?</p><p></p><p>I foresee possible <em>Fable 1 </em>type issues with just forking over tones of money to the N/PC with the healer background so they can make healing potions like a soda bottling plant.</p><p></p><p>One could argue that GP could be spent on followers/hirelings/property, but that does not appeal to all players. I have seen some pretty intense arguments on those items.</p></blockquote><p></p>
[QUOTE="Sigdel, post: 5950422, member: 19261"] I was thinking about this the other day. In previous editions one of the driving forces behind GP collection was so you could buy magic items to stay on par with the difficulty curve of monsters. But with the flat math (which I love) of D&DN and the core assumption that magic items cant be bought (easily) I ask this question: What do we do with all this money? Are they going to bring back the GP=XP system of the way-back-when? I foresee possible [I]Fable 1 [/I]type issues with just forking over tones of money to the N/PC with the healer background so they can make healing potions like a soda bottling plant. One could argue that GP could be spent on followers/hirelings/property, but that does not appeal to all players. I have seen some pretty intense arguments on those items. [/QUOTE]
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