AntiGravitySlimePig
First Post
Hey all,
This is my first post, and I'm still a relatively fledgling DM (about 6 months of experience). I've been working on custom material, and I notice that there are a lot of DM questions floating around about money and how abundant it tends to be in 5E. I guess I'll throw my hat in the ring:
I've been customizing and individualizing loot, but for ease of use I started using the 5E DMG tables.
Has anyone severely limited or reduced the amount of money drops in their campaign? It just seems kind of crazy that at Level 4 (when we're in the local hero phase), a deadly big bad can result in multiple years worth of living expenses paid for, not to mention objects, materials, luxuries, etc. For instance, the average lifestyle nets 4gp cost a day, but one group drop at CR5 averages 2,100gp and 105pp?
It seems like 5E routes this by making money less useful to the average adventurer (since you can't buy magical weapons, and are mostly limited to potions and tools) and more for the accountant and micromanager that wants to run a shop, village, mercenary group, stronghold etc. But even that seems a little pointless when you can just roll up into a dangerous dungeon, whomp one baddy and make up any losses you might've made, and reinvest your resources.
TL;DR does anyone have a method for de-inflating the value of money in 5E? I want adventurer to be a profitable job, but not to the point that we'd be talking enough to invest and be set for life from a few dungeons. Especially since they've got quite a few in their future.
Thanks!
This is my first post, and I'm still a relatively fledgling DM (about 6 months of experience). I've been working on custom material, and I notice that there are a lot of DM questions floating around about money and how abundant it tends to be in 5E. I guess I'll throw my hat in the ring:
I've been customizing and individualizing loot, but for ease of use I started using the 5E DMG tables.
Has anyone severely limited or reduced the amount of money drops in their campaign? It just seems kind of crazy that at Level 4 (when we're in the local hero phase), a deadly big bad can result in multiple years worth of living expenses paid for, not to mention objects, materials, luxuries, etc. For instance, the average lifestyle nets 4gp cost a day, but one group drop at CR5 averages 2,100gp and 105pp?
It seems like 5E routes this by making money less useful to the average adventurer (since you can't buy magical weapons, and are mostly limited to potions and tools) and more for the accountant and micromanager that wants to run a shop, village, mercenary group, stronghold etc. But even that seems a little pointless when you can just roll up into a dangerous dungeon, whomp one baddy and make up any losses you might've made, and reinvest your resources.
TL;DR does anyone have a method for de-inflating the value of money in 5E? I want adventurer to be a profitable job, but not to the point that we'd be talking enough to invest and be set for life from a few dungeons. Especially since they've got quite a few in their future.
Thanks!