Dr. Awkward said:
That's not how I'm reading it. He's arguing that combat enhancement is one of many valid ways to be allowed to spend accumulated wealth. He's saying that the 3.x system in which you force people to spend gold on combat enhancement is no good. He's also claiming that other gold sinks, as the sole option for players, are no good.
I've seen two other proposals for "gold sinks" in this thread. First is the "ale and whores" sink. You spend money on stuff that gets you absolutely nothing. You bought a set of satin curtains for your keep. That's awesome if you're the sort of player who loves that kind of thing, but not awesome if you don't care about it. Second is the "bribes, status, and power" sink. Gold translates directly into game-world influence, which means that gold allows you to dictate things about the campaign world that normally the DM would decide. Can you get into the party? Ching. Can you get past the toll booth? Ching. Can you get the duke to lend you some soldiers? Ching.
He's arguing that if you force the system to allow only one of these sinks, without allowing for other play styles, there is something wrong with the system. He's saying that there is something wrong with 3.x for precisely this reason, and that a fix does not amount to forcing your players to spend their money on ale and whores, or bribes, or magic items.
"Gold sinks" aren't any good, whether you have one or many. That is what I was arguing in post #160, though I didn't use the term. What would be even better than multiple gold sinks is zero gold sinks.
The whole idea behind a gold sink is to make players want to go after the loot, by giving them something to sink it into. However, if that sink involves direct, personal power, in any way (e.g. magic items, reliable highly useful allies), then it forces a style of play.
Really, I'm not satisfied with any system that creates an environment where I have to get the players to all agree on one style. In a great tabletop game, I ought to be able to equally accommodate the player that goes the "ale and whores" route, the player that builds the stronghold, the player that does bling/bribes, and even the player that wants to amass a bunch of wealth (to "keep score", to lend to his buddy player characters to do their thing). All within the same game. If the game ties money into
anything that prevents this scenario, then the design is trying to hard to create a sink.
Let money lead to convenience. Let it be an aid to characters getting what they want faster and/or "easier", but not without them running some risks still. If your adventure is take the magic whatzit from the ghoul king so that you can blow the other treasure, fine. If your "adventure" is chase down the thieves guild that ran off the whatzit before a merchant can deliver it to you, fine. Just don't set it up so that you pays your money and gets your whatzit.
And for that matter, the same applies to the stronghold, the bling/bribes, etc. Every use of money should bring with it some trouble. And that leads to all kinds of interesting options where the character avoid accumulating weath precisely to avoid that kind of trouble.
Summary: No direct, personal power from weath. Allow wealth to be an aid towards indirectly accumulating some personal power, but not without risk.