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<blockquote data-quote="toucanbuzz" data-source="post: 8335563" data-attributes="member: 19270"><p>Pathfinder's <strong>Ultimate Campaign </strong>is one of the most used books I own, even now playing 5E, as it provides gold costs for building taverns, your network of thieves, your base of operations, and so on, along with kingdom rules (a mini-game), and most online free as OGL. Because gold pieces are whatever you want them to be, if you want this feature in your game, you can modify how much you give out in treasure so folks can take advantage of this.</p><p></p><p>Otherwise, I've found in an open-ended campaign a ton of uses for gold with Xanathar's Downtime Rules. My players never have enough gold. When they made a bad deal with fey, they needed to research an "undeal." That cost money, a trip to a foreign capital, getting wrapped up in the regent's sister's machinations, and ultimately a solution they couldn't (yet) make happen. More adventures. In wilderness exploration, they came across a rusalka (water spirit of a murdered woman). They really want to set her to rest, but (cha-ching) that's not something you just know. It's research.</p><p></p><p>They found a (cursed) item they wanted to sell. They contracted a company to find buyers, legitimize the sale, only to have it fall thru when their deposit for a <em>legend lore </em>revealed something amiss. Cha-ching the wrong way, but it did light the fire for the complexity of convincing folks you have a legit magical item that will do exactly what you say it will do, and finding a buyer who wants it at that exact moment.</p><p></p><p>Finally, I use from time to time DM Guild's <strong>"A Comprehensive Equipment Manual" </strong>that provides innumerable weapons/gear, and upgrades you can buy for "masterwork" quality enhancements. The only reason I don't use it more is because it perhaps has too many options and I haven't shaved it down to what I like.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8335563, member: 19270"] Pathfinder's [B]Ultimate Campaign [/B]is one of the most used books I own, even now playing 5E, as it provides gold costs for building taverns, your network of thieves, your base of operations, and so on, along with kingdom rules (a mini-game), and most online free as OGL. Because gold pieces are whatever you want them to be, if you want this feature in your game, you can modify how much you give out in treasure so folks can take advantage of this. Otherwise, I've found in an open-ended campaign a ton of uses for gold with Xanathar's Downtime Rules. My players never have enough gold. When they made a bad deal with fey, they needed to research an "undeal." That cost money, a trip to a foreign capital, getting wrapped up in the regent's sister's machinations, and ultimately a solution they couldn't (yet) make happen. More adventures. In wilderness exploration, they came across a rusalka (water spirit of a murdered woman). They really want to set her to rest, but (cha-ching) that's not something you just know. It's research. They found a (cursed) item they wanted to sell. They contracted a company to find buyers, legitimize the sale, only to have it fall thru when their deposit for a [I]legend lore [/I]revealed something amiss. Cha-ching the wrong way, but it did light the fire for the complexity of convincing folks you have a legit magical item that will do exactly what you say it will do, and finding a buyer who wants it at that exact moment. Finally, I use from time to time DM Guild's [B]"A Comprehensive Equipment Manual" [/B]that provides innumerable weapons/gear, and upgrades you can buy for "masterwork" quality enhancements. The only reason I don't use it more is because it perhaps has too many options and I haven't shaved it down to what I like. [/QUOTE]
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