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Power Level of "Raise Stat to 19" Items
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<blockquote data-quote="Caliburn101" data-source="post: 7267564" data-attributes="member: 6802178"><p>I still marvel at the arguments that seem to stem from a seeming inability to think about what can be in a game if there isn't a specific chapter on it in the rules.</p><p></p><p>Spending gold is definitely one.</p><p></p><p>There are so many options that take literally seconds to think of an implement in a 5th Ed. game.</p><p></p><p>The idea that we need a definitive list of prices for castles, hirelings, mercenary company upkeep, buying an inn or a ship... all the things a rich character could do - well, it might be a useful list, but it wouldn't reflect any particular worlds reality. Buy an Inn in one city and it will be three times the price of one in another - and would need a judgement call from a DM anyway. It's very little extra effort as a DM to just look at the price of a marker item in the equipment list, Google it's price, divide the real world equivalent (let's say a three bedroom house) and then multiply the fantasy version's gold price to get the cost of that cottage in the country for your Warlock too live in.</p><p></p><p>The same goes for any other purchase.</p><p></p><p>If you genuinely cannot put stuff in a campaign for adventurers to spend their gold on once they are fully equipped, then you are probably not the kind of DM who world builds, or really thinks about the downtime part of the game. If that si so, no worries - you don't really care about it anyway - so let the useless pile of gold be the object of a bragging rite, or perhaps make gold a rarer reward?</p><p></p><p>If you can come up with some very basic price-economics for your world - great, problem solved.</p><p></p><p>There really isn't much an issue either way is there?</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7267564, member: 6802178"] I still marvel at the arguments that seem to stem from a seeming inability to think about what can be in a game if there isn't a specific chapter on it in the rules. Spending gold is definitely one. There are so many options that take literally seconds to think of an implement in a 5th Ed. game. The idea that we need a definitive list of prices for castles, hirelings, mercenary company upkeep, buying an inn or a ship... all the things a rich character could do - well, it might be a useful list, but it wouldn't reflect any particular worlds reality. Buy an Inn in one city and it will be three times the price of one in another - and would need a judgement call from a DM anyway. It's very little extra effort as a DM to just look at the price of a marker item in the equipment list, Google it's price, divide the real world equivalent (let's say a three bedroom house) and then multiply the fantasy version's gold price to get the cost of that cottage in the country for your Warlock too live in. The same goes for any other purchase. If you genuinely cannot put stuff in a campaign for adventurers to spend their gold on once they are fully equipped, then you are probably not the kind of DM who world builds, or really thinks about the downtime part of the game. If that si so, no worries - you don't really care about it anyway - so let the useless pile of gold be the object of a bragging rite, or perhaps make gold a rarer reward? If you can come up with some very basic price-economics for your world - great, problem solved. There really isn't much an issue either way is there? [/QUOTE]
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