Sound of Azure
Contemplative Soul
Hello all,
I was going over some of my campaign material the other day and reading through the "rewards" section in the DMG.
I've realised that my ideas for the campaign don't really match up with the usual D&D amount of rewards. I've always found it hard to picture thousands of coins, or people carting it about.
I'm not trying to punish my players or deny them anything. I still want them to be well-off and be rewarded for their actions. They'll still get rewarded, it would just look like a lot less on paper.
With magical doo-dads having a different (and lesser) role in the campaign, what need is there for the vast amounts of gold that adventurers usually have in my game? They could buy land I guess, or ships and goods but I don't know if my players would be interested in that or not. I would prefer to de-emphasise the need for large amounts of coin- I want the money to have more value relative to items. It would possibly appear that items are extremely cheap, but there isn't much money, so it would even out (hopefully).
Has anyone done this before? Any tips on actually implementing something like this?
Please help me out!
I was going over some of my campaign material the other day and reading through the "rewards" section in the DMG.
I've realised that my ideas for the campaign don't really match up with the usual D&D amount of rewards. I've always found it hard to picture thousands of coins, or people carting it about.
I'm not trying to punish my players or deny them anything. I still want them to be well-off and be rewarded for their actions. They'll still get rewarded, it would just look like a lot less on paper.
With magical doo-dads having a different (and lesser) role in the campaign, what need is there for the vast amounts of gold that adventurers usually have in my game? They could buy land I guess, or ships and goods but I don't know if my players would be interested in that or not. I would prefer to de-emphasise the need for large amounts of coin- I want the money to have more value relative to items. It would possibly appear that items are extremely cheap, but there isn't much money, so it would even out (hopefully).
Has anyone done this before? Any tips on actually implementing something like this?
Please help me out!