Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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
*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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
Proposal: Time Gold
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="Lord Sessadore" data-source="post: 4853539" data-attributes="member: 57255"><p>In my opinion, time gold works perfectly for the kind of adventure you're talking about, Mal, where there is a big ceremony at the end during which most of the rewards are given. You just include the time gold with whatever other rewards you were going to give them. On the other hand, time gold could be rewarded "off screen" - stuff from after the adventure or before, or during, or whatever, doesn't matter - so PCs in adventures that don't have a built-in way to reward extra treasure at the end don't get the short end of the stick. Typically our adventures have been the "hired to do a job for an agreed-upon sum" kind, so adding extra treasure at the end doesn't necessarily work. </p><p></p><p>I think it's perfectly find to give a player a magic item instead of a chunk of his time gold. Going with what cov said, you have to keep in mind that you can only use a specific PC's share of time gold to 'pay' for an item for them. This is valuable in a living world, too - since characters will be changing DMs and parties fairly often, it's better to keep them close to the baseline, or at least not below it. Rewarding each PC evenly for half the XP, you achieve that baseline at least somewhat. The only thing is that you probably won't be giving out enough time gold per player to 'pay' for a magic item until level 3 or so. </p><p></p><p>I also think it's reasonable (and a good idea, even) to award time gold as you go along. Let's say you've been playing for 2 months, and the PCs find a stash of treasure. Or you invent a stash specifically for this, whatever works. You include (time gold/month)*2*(number of PCs) in the stash, post a note that this is their time gold for those 2 months, and voila! They don't have to wait til the end of the adventure to get that treasure. Just remember that you already did it and don't double reward them at the end <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Lastly, if your adventure has 500 XP worth of fights, you should estimate that the entire adventure will reward 1000 XP with time XP. The general trend we've seen is that time XP roughly equals the other XP gained through conventional means. So, right there, we have a perfect example of why we need time gold - DMs are chronically underestimating how much real time their adventures will take, and so they give less treasure than the final XP in their adventure dictates they should.</p></blockquote><p></p>
[QUOTE="Lord Sessadore, post: 4853539, member: 57255"] In my opinion, time gold works perfectly for the kind of adventure you're talking about, Mal, where there is a big ceremony at the end during which most of the rewards are given. You just include the time gold with whatever other rewards you were going to give them. On the other hand, time gold could be rewarded "off screen" - stuff from after the adventure or before, or during, or whatever, doesn't matter - so PCs in adventures that don't have a built-in way to reward extra treasure at the end don't get the short end of the stick. Typically our adventures have been the "hired to do a job for an agreed-upon sum" kind, so adding extra treasure at the end doesn't necessarily work. I think it's perfectly find to give a player a magic item instead of a chunk of his time gold. Going with what cov said, you have to keep in mind that you can only use a specific PC's share of time gold to 'pay' for an item for them. This is valuable in a living world, too - since characters will be changing DMs and parties fairly often, it's better to keep them close to the baseline, or at least not below it. Rewarding each PC evenly for half the XP, you achieve that baseline at least somewhat. The only thing is that you probably won't be giving out enough time gold per player to 'pay' for a magic item until level 3 or so. I also think it's reasonable (and a good idea, even) to award time gold as you go along. Let's say you've been playing for 2 months, and the PCs find a stash of treasure. Or you invent a stash specifically for this, whatever works. You include (time gold/month)*2*(number of PCs) in the stash, post a note that this is their time gold for those 2 months, and voila! They don't have to wait til the end of the adventure to get that treasure. Just remember that you already did it and don't double reward them at the end ;) Lastly, if your adventure has 500 XP worth of fights, you should estimate that the entire adventure will reward 1000 XP with time XP. The general trend we've seen is that time XP roughly equals the other XP gained through conventional means. So, right there, we have a perfect example of why we need time gold - DMs are chronically underestimating how much real time their adventures will take, and so they give less treasure than the final XP in their adventure dictates they should. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
Proposal: Time Gold
Top