The Treasure of Treasures - and the Richness thereof


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Maybe one could distinguish between real magic and mundane yet good items.

Those +1 swords were ubiquitous in former editions as well, with dozens of city guards wielding magic swords if the level of the adventure warranted it.

Why not have quality grades for weapons which translated to bonuses to attack and/or damage? A PC could invest a lot of money to have a sword with bonus specifically made for her or inherit it from her family. If she wants to buy it she has to travel to one of the few weaponsmiths who can make it.

But the real magic stuff, be it flying carpets, bags of holding or sword with special abilities, would be rare and next to impossible to order.

This distinction leaves out potions and scrolls. Such items can buff and increase flexibility mostly. With a lot of them available/findable, they are something like an extra battery pack or a spellcaster-in-a-bottle. If one removes this function from the game, one could concentrate on real magic stuff in this department as well.

We must not forget that players love to get some rewards - a roll which potions and scrolls play very well.
 

I'm not fond of wishlists, that's the kind of thing we use to do roleplaying. But it's a valid option for some campaigns.

My major concern is not about how treasure is handled, but if 5E will have a somewhat realist economy or not.
 

Trade goods is one you missed

You're right. I'd definitely include Trade Goods (silks, cloths, clothing, spices, foods, certain manufactured goods - especially high quality, valubale metals and minerals and substances, etc.) as treasures.

I'd include many under the Money category and some under the Treasure category, depending on how the culture valued them.

Good suggestion.


Why not have quality grades for weapons which translated to bonuses to attack and/or damage?

Personally I'm for quality affecting both value and capability. If you've ever used real weapons then the difference between a well-made and reliable one and a crappy and unreliable one is definitely noticeable, and maybe even fundamental to function in some cases.


This distinction leaves out potions and scrolls.

I can definitely see a small, very specialized (or black-market), and very expensive trade in scrolls and potions. I can also see a much larger and more popular trade in fake potions and cure-alls and scrolls and stage illusions and charms and amulets.
 

I do not want a character's skill level to be tied to his junk.

I would like to dump the level limit on items. I want to be able to give a flying carpet or a bag of holding to a first level character if I feel like it.

I don't want to have to give thousands of coins to a player just because she's a certain level.

I don't want to have to run a magic item depot so that players can buy the junk they need to be able to deal with challenges.

I don't want potions that are just liquid scrolls, or wands either for that matter.

Magical items should be a bonus type treasure like it was in the early years. My players found stuff they, didn't require it. Things got used but rarely replaced.

Magic should be special. Something earned through hard work or found through sheer dumb luck.

Creating magic items should hurt. If a wizard (or cleric) wants to craft a wand he's going to need to waste playing time money and even some xp to do it. This is a good reason to have henchmen and followers, and not some dumb cohort you need to waste a precious feat or other thing to get. If yo have to lock yourself in a tower for a week or three you should be able to use a henchman to adventure with while the master is busy.
 
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Treasure in D&D is odd, because almost anyone sane would stop adventuring after finding their first chest of gold coins, buy a plot of land, and become a proper gentleman.
 

Treasure in D&D is odd, because almost anyone sane would stop adventuring after finding their first chest of gold coins, buy a plot of land, and become a proper gentleman.

"Sane" and "adventurer" are two words that should never collide in the same sentence.

I'd like to see more emphasis on non-monetary (cash/gems) treasure -- trade goods, art, jewelry, and the like. But it's difficult to do, since to make those things value the items themselves need detail, and the campaign needs an economy that can make sense of such things.

In my experience, if you don't have the economy piece down, all treasure just becomes monetized so PCs can get what they want, and you may as well just hand out piles of GP.
 

"Sane" and "adventurer" are two words that should never collide in the same sentence.
Except that taking "crazy" risks made good sense throughout most of human history. If you were the first son of a landowner, you could hope to maintain your father's status. If you were the second son, well, good luck. And anyone else? Enjoy your poverty. You might do well enough to marry, and some of your children might live to adulthood.

I'd like to see more emphasis on non-monetary (cash/gems) treasure -- trade goods, art, jewelry, and the like. But it's difficult to do, since to make those things value the items themselves need detail, and the campaign needs an economy that can make sense of such things.

In my experience, if you don't have the economy piece down, all treasure just becomes monetized so PCs can get what they want, and you may as well just hand out piles of GP.
Many players seem to balk at the notion that trade goods may be valuable, but it's work to figure out how valuable, to get them to market, and to find a buyer -- especially if you're trying to hide the source of your new wealth.
 

Many players seem to balk at the notion that trade goods may be valuable, but it's work to figure out how valuable, to get them to market, and to find a buyer -- especially if you're trying to hide the source of your new wealth.

True. It takes an odd sort of group to appreciate that there's an adventure to be had in hiding from the tax man after they exit the dungeon.
 

Magic items have to go back to 2e, and obligations have to come back so PC's have something to spend money on (strongholds, upkeep, politics, etc).

I would have magic items be handed out at a rate of 1 per dungeon/level. I'm tired of PC's being bored by magic items because they get 3-4 per level. The more magic items you give PC's the less interested they are in each individual item.

I think I prefer to have a relatively realistic prices for goods and services. I would also probably reduce the amount of treasure given out, so that PC's generally only become wealthy around level 10 or so.
I would like my style not look like stingy.
It's nice to have it when magic items are special.
 

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