So what's gold gonna be for?

Kraydak said:
To which I reply that if you drop your return on investment much from 3ed (removing the purchasing of magic items, mainly), then gold completely devalues. Because DnD power is personal rather than societal (high level people don't need armies, they are armies), people don't actually have anything to spend money on and so don't value it. Instead, high level people work with a currency based on the +1 longsword rather than the gold piece, the magic item market reforms etc...
To which I say fine (except that we're probably ditching the tradeable +1 longsword for the most part as well.) Money becomes a campaign element, much like strongholds, hirelings, and other assets. It's more interesting that way in any case.
 

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Kraydak said:
To which I reply that if you drop your return on investment much from 3ed (removing the purchasing of magic items, mainly), then gold completely devalues. Because DnD power is personal rather than societal (high level people don't need armies, they are armies), people don't actually have anything to spend money on and so don't value it. Instead, high level people work with a currency based on the +1 longsword rather than the gold piece, the magic item market reforms etc...

If you remove useful magic items altogether, you lose one of the basic (and succesful) design principles of DnD.

The question of what is gold useful for is a good one, but given DnD's power structure, the answer becomes "buying power" or "nothing" very fast. Which is cool in its own right. A "colonialism on crack" DnD world with high level characters playing the part of westerners wandering around a world filled with local (but to the HLCs irrelevant) potentates. Without access to real power (levels) or wealth to which to bribe people with real power (magic items or gold to turn into items), the locals would be background while the HLCs duke it out over "natural resources" (adventuring sites). Watching players try to come up with some amusing use (there is no practical one) for a few 100k gp might be fun.

Maybe the disconnects in this discussion are over terms.

The problem here is that we are using "gold" in the 3.5 sense to mean "wealth"--from buying that first basic longsword to the millions of gold pieces necessary to buy that 3.5 complete set of +5 everything, plus widgets. :D But if we let wealth scale in that fashion, then we ignore the stages of wealth. And 3.5 pretty much does ignore the stages. At first level, by the RAW, you can be hurting a little for money, but the characters are hardly poor (usually). By 2nd level, by the guidelines, the characters are already outfitted well. By 4th, they have access to ever piece of mundane equipment they could possibly want, except for their own galley or such.

In D&D, there are potentially three useful layers of wealth. I'll label them in D&D terms, but don't get too caught up in the labels. I think the issue we are seeing is the way characters can accumulate a lot one layer which translates directly into something in a higher layer:

1. Copper/Silver Wealth - Where a character fits on the basic subsistence scale. A guy without two coppers to rub together has to find a job with room and board just to stay afloat. A guy rolling in silver has no mundane needs that aren't being met, but there are definite limits on what he can buy. (He can hire a few guards long term, or a small army short term, but not more, for example.)

2. Gold/Platinum/Gem Wealth - Where a character fits in the "mover and shaker" scale. Here, you can hire armies, build keeps, do extensive bribes, throw lavish parties, have your own information network, etc. You can also buy any kind of minor magic that qualifies as a commodity. This only translates into personal power indirectly, based on the character's skill (and luck) at using the wealth.

3. Major Item/Unique Treaure Wealth - Things that may not be exactly priceless, but nevertheless command a price way out of scale with what you would expect at first glance. These are not commodities in any shape, form, or fashion. Characters with this kind of wealth can translate it directly into personal power, when it isn't already. That diamond as big as your fist isn't measured in "gold pieces". It's measured in how good a magic sword you can trade for with it.

Here I'm using "minor" magic item to mean anything that you can buy as a commodity, and "major" magic item to mean anything you can't. Necessarily, each group would draw the line in different places. The only way you could spend "gold" to get a "major" item is for special story reason combined with a lot of it. For example, you have 100,000 gold, and the wizard that has no liquid cash is willing to sell you that major sword for it, even though it's practically a steal.

D&D 3.5, especially the Magic Item Compendium with its reduced prices, works hard to collapse the distinction between the layers. Even the near artifacts have prices. But it doesn't have to be this way. It's perfectly reasonable, for example, to have a campaign world where "+2 swords are a necessary part of every talented warriors equipment, but +3 swords and better are one-of-a-kind heirlooms, attainable only by force or by trading something equivalent." In order for each DM to set that point where they want, you need a way to divorce "gold" from "major magic item acquisition".
 

ruleslawyer said:
If said "Butt-Kicker" is not interested in buying things, then why oh why does your Butt-Kicker archetype even give a rip about money?
Because at current, the Butt-Kicker can spend money on making himself kick more butt. He's not amassing treasure to amass more treasure, he's upgrading so he can kill more stuff.
 

There's a GM in our group who loves the PCs-as-leaders bit. In his games we're forever finding ourselves as leaders of a crime gang, nation rulers, even (once) running a hotel in Sigil for a session.

I hate it. I keep trying to get rid of the responsibilities he puts on us. I enjoy the core D&D activities of exploration and monster bashing, which really is what I should be able to expect when I sign up for a game (so long as it's not Birthright).
 

Kraydak said:
In the real world, large numbers of weak goons can take small numbers of elite troops. In DnD no number of lvl 1 goons can take a CR 15 entity. If there are lvl 15 people running around, then having the ability to hire large number of lvl 1 people becomes politically irrelevant. In RL, money buys power because you can (almost always) find people willing to fight for you if you pay them. In DnD, gold buys power only if powerful people want gold. For them to want gold, they need to have a use for gold. Creature comforts don't count, because powerful people can simply *take* the creature comforts (if they do it through political channels, its called taxes). DnD is a world with primative grunts with spears coexisting with mecha-pilots. If there is no gold to xp/item equivilancy, then the grunts with spears use gold as a currency while the mecha pilots use intergalactic credits, with no currency exchange. You won't be able to hire the mecha pilots with gold. And, as mecha pilot trumps goon with spear, political power won't flow from a gold mine.
I think that's an extreme view of any campaign world. I'll avoid the economics essay, but suffice it to say that if low-level people care about creature comforts at all, then money has value. If money has value, and all high-level individuals aren't brigands or interested in running a government that provides necessary public goods (itself potentially a lot of work), then money has value even to those high-level folks. Moreover, unless you can fulfill all your demand for creature comforts yourself via magic or the like, you will either be an ascetic, a consumer, a governor, or rule an empire of slaves who labor to provide you with a life of luxury... kinda like it is already in fantasy literature.
 

Doug McCrae said:
There's a GM in our group who loves the PCs-as-leaders bit. In his games we're forever finding ourselves as leaders of a crime gang, nation rulers, even (once) running a hotel in Sigil for a session.
Sucks for you. Hope at least one of the players is enjoying it... or y'all should stop letting that dude GM!

(My players are a mix -- one wants to foment a revolution, one wants to be an officer in the army, one just wants to overland flight and meteor swarm the site from orbit, since it's the only way to be sure.)

Cheers, -- N
 

Mallus said:
All I'm saying is that the game has traditionally supported a change in the nature of play at "name level", to something more like a builder sim.
I don't think that's true. In 1e if you compare the page numbers devoted to controlling a stronghold to the pages devoted to going down dungeons, killing the inhabitants and taking their stuff I suspect the ratio would be 1:100 or worse.

Strongholds were supposed to be a very minor part of the game, a source of men-at-arms for your next dungeon trip. Or an excuse for more monster bashing.
 

Mallus said:
Are you sure about that?

Lets see... Birthright is hardly heralded as a groundbreaking success. The Stronghold Builders Guidebook is ranked very low in sales on Amazon... we havent seen uch supplements in the way of this type of play for 3.5. So yeah, I'd say that style of play isnt terribly popular, and will continue to wane as the old wargaming grognards die off. Newer players who are interested in counting units of lumber will be drawn into computer strategy games.
 

Rechan said:
Um, what?

I have spent several pages railing against the Bribe/Bling-Only argument because I think that some mechanical benefit and some combat enhancement is good.

How did you miss "As long as it's not the only option, and as long as not spending it on combat enhancement gimps other PCs"?

You were complaining about someone getting penalised for not adequately investing in his personal gear, and not being able to defend his stuff. If you replace investing in gear with investing in politics, then someone will get rolled because he spend his money on a collection of well painted minatures rather than political influence. An argument that applies as long as there is *any* purchasable mechanical bonus.
 

ruleslawyer said:
I think that's an extreme view of any campaign world. I'll avoid the economics essay, but suffice it to say that if low-level people care about creature comforts at all, then money has value.
Say rather, money has value to low-level people.
If money has value, and all high-level individuals aren't brigands or interested in running a government that provides necessary public goods (itself potentially a lot of work), then money has value even to those high-level folks. Moreover, unless you can fulfill all your demand for creature comforts yourself via magic or the like, you will either be an ascetic, a consumer, a governor, or rule an empire of slaves who labor to provide you with a life of luxury... kinda like it is already in fantasy literature.

This is where not having a mundance cash->personal power conversion gets really wierd. Without such a conversion high level characters don't get any benefit from mundane wealth. This means that a lvl 15 character who is the king of some place is no more powerful than a lvl 15 wanderer. If anything, because he has a kingdom to defend, he is weaker. In the same sense than a helpless dependent is a disadvantage in GURPS. All the resources his kingdom produces... are meaningless in the calculus of a world where personal power trumps raving hordes. If you want titles of nobility to mean things in DnD, you *need* a way to convert mundane wealth (taxes) to real power (which, in DnD, is largely equivalent to adventuring gear).
 

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