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Spending gold on non-adventure resources
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<blockquote data-quote="DanmarLOK" data-source="post: 5131910" data-attributes="member: 71480"><p>Story/Plot/Purple etc points are a good idea. It gets the players involved with the world in ways other than passive. I would divest them to some extent from combat though personally. </p><p></p><p>Here are some thoughts that I've gone through - </p><p></p><p>Hand out story points or plot points on quest completion, level up, whatever you feel it's worth. These can be used to buy character development, alter the story based on player ideas etc. But aren't mechanical advancements. Harm/involvement/interaction with such plot points should be story driven or additional plot point driven. i.e. the player spends a story point to insert a 'high point' in his character's development to get a residence. Perhaps it's a minor quest for a merchant that could even be story'd out rather than tactical and the merchant gives him one of his empty houses. Maybe a relative dies (starting another quest in case of foul play?) and leaves him a house. Maybe during their questing they uncover a councilor of the city working in league with the evils besieging the city and they're tasked with making sure all the evil taint is gone and guard against further incursions through the portals in the basement by staying there. (my current campaign). </p><p></p><p>Disassociate gold with magic. Gold is spent on consumables and story. Magic is spent on magic items. When you award treasure you hand out mundane valuables (gold, jewelery, bolts of silk etc) and hand out magic items or residium for enchantments. It makes no 'real' sense for a world economy but works well enough at a micro level of an adventuring group's economy. </p><p></p><p>Remove the need for magic items by using innate bonuses which delegates magic items to nifty toys rather than a critical game mechanic. (this works pretty well for me, the players never have any of the gear race, most of them are still in the same armour at level 8 they were wearing at level 1 for instance)</p><p></p><p>Award big ticket items as story points, i.e. the players express a desire for something and you work it into the story somehow. </p><p></p><p>Make the players wait till they hit a high enough level. By RAW a mid to high single digit character should be able to afford any typical housing in any typical medevial based economy as pocket change. When the average peasant makes 5 gold a month, a middle class home probably sells for a few hundred and rents for less than they spend on ale.</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 5131910, member: 71480"] Story/Plot/Purple etc points are a good idea. It gets the players involved with the world in ways other than passive. I would divest them to some extent from combat though personally. Here are some thoughts that I've gone through - Hand out story points or plot points on quest completion, level up, whatever you feel it's worth. These can be used to buy character development, alter the story based on player ideas etc. But aren't mechanical advancements. Harm/involvement/interaction with such plot points should be story driven or additional plot point driven. i.e. the player spends a story point to insert a 'high point' in his character's development to get a residence. Perhaps it's a minor quest for a merchant that could even be story'd out rather than tactical and the merchant gives him one of his empty houses. Maybe a relative dies (starting another quest in case of foul play?) and leaves him a house. Maybe during their questing they uncover a councilor of the city working in league with the evils besieging the city and they're tasked with making sure all the evil taint is gone and guard against further incursions through the portals in the basement by staying there. (my current campaign). Disassociate gold with magic. Gold is spent on consumables and story. Magic is spent on magic items. When you award treasure you hand out mundane valuables (gold, jewelery, bolts of silk etc) and hand out magic items or residium for enchantments. It makes no 'real' sense for a world economy but works well enough at a micro level of an adventuring group's economy. Remove the need for magic items by using innate bonuses which delegates magic items to nifty toys rather than a critical game mechanic. (this works pretty well for me, the players never have any of the gear race, most of them are still in the same armour at level 8 they were wearing at level 1 for instance) Award big ticket items as story points, i.e. the players express a desire for something and you work it into the story somehow. Make the players wait till they hit a high enough level. By RAW a mid to high single digit character should be able to afford any typical housing in any typical medevial based economy as pocket change. When the average peasant makes 5 gold a month, a middle class home probably sells for a few hundred and rents for less than they spend on ale. [/QUOTE]
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