Also, re: gold, what is it good for, I've long had the temptation to draft a "he who dies with the most toys, wins" retirement system that determines how well the adventurer's going to be living once his sword-slinging days are over. I am also okay with purchasing an assortment of limited-use magic items, beneficial sacrifices, and special training regimens (the latter two of which I have also failed to rigorously implement, so far).
I do not like abstract wealth in a game focused on scoring loot; it's fine in modern and futuristic systems, though.
I do not like abstract wealth in a game focused on scoring loot; it's fine in modern and futuristic systems, though.