Mannahnin
Scion of Murgen (He/Him)
TBF, expectations about keeping PCs poor were largely set by Gygax's extremely influential advice in the 1979 DMG. The modules and XP charts expecting PCs to acquire tens and eventually hundreds of thousands of GP in treasure were in constant tension with Gary's instructions (and black and white rules) to keep them lean and hungry, to tax their winnings, to charge them hand over fist for training, for acquiring new spells, for buying services from NPCs, etc.I LIKED having actual loot. WOTC D&D wants you poor and destitute, for no discernable reason. I was mostly flabbergasted because to listen to my old DM, PC's need to be po', po', po. - just like old school. Then I started reading through those old adventures- and WOW! Real treasure!!!
BTW, that same DM used to hand gold and items out by the bucketload, so I don't know WHAT he's getting on about, lol. It's like he believes we're all 1st Edition Monks- sworn to a vow of poverty.
MONEY
PLAYER CHARACTER STARTING MONEY
The amount of funds which each player begins with is kept low to prevent the game from becoming too easy. Players learn from the beginning that they are never able to obtain all of the goods they would like in order to feel safe and satisfied. Explain to players that sums they begin with (see PLAYERS HANDBOOK, MONEY) represent inherited monies and savings. A magic-user, for example, has had to expend most ready cash he or she possessed on training; monks are ascetics who don't care about material possessions in any event, so they do not accumulate much money prior to becoming adventurers and treasure seekers.
If you have a difficult campaign, and you opt to bestow a limited number of special items to player characters at the beginning of the game (a potion, a magic goodie such as a + 1 dagger, or even something as mundane as a family suit of plate mail) you should adjust starting money accordingly. The game is always supposed to be a challenge, to cause players to want for something, and to wish to adventure with their characters in order to obtain the desired things. Remembering that good players will be able to gain from nearly any successful encounter -there will always be some armor and weapons or equipment to be gained from an adventure - you should not hesitate to be stingy and tight right from the beginning of a campaign!
PLAYER CHARACTER EXPENSES
Each player character will automatically expend not less than 100 gold pieces per level of experience per month. This is simply support, upkeep, equipment, and entertainment expense. These costs are to be deducted by the Dungeon Master automatically, and any further spending by the PC is to be added to these costs. Such expense is justified by the "fact"that adventurers are o free-wheeling and high-living lot (except, of course, for monks). Other miscellaneous expenditures by player characters encompass such things as additional equipment expense for henchmen or hirelings, costs of hirelings, bribes, costs of locating prospective henchmen, and so on. To such costs are to be added:
MAINTENANCE OF HENCHMEN - 100 g.p. per level per month*
MAINTENANCE OF STRONGHOLD - 1% of total cost of stronghold per month
*This is in addition to all treasure shares
Finally, any taxation or other levies must be taken into consideration, along with contributions to the player character's religious organization. All of these costs will help assure the PCs have a keen interest in going out and adventuring in order to support themselves and their many associates and holdings. You may reduce costs according to prevailing circumstances if you feel it is warranted, but even so doing should not give rise to excess funds on hand in the campaign.
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