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Treasure Rolls & "a typical campaign"
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<blockquote data-quote="Jester David" data-source="post: 6543792" data-attributes="member: 37579"><p>I said 500 gp in <em><strong>a</strong></em> treasure hoard. Yes, by level 10 you *should* have more than 500 gold, but a single </p><p>If you find one treasure hoard every month-and-a-half for your adventuring career, while living an aristocratic lifestyle, you'll be broke if you stop adventuring. </p><p></p><p></p><p>I would actually assume that the number of groups that just go from published campaign to published campaign is actually rarer. Less than average at least. </p><p>Some might go 100% homebrew, some might do a mix and incorporate prepublished into a homebrew, and some might start published and go off the rails in their own direction. </p><p></p><p></p><p>That's easy enough to fix then. Remove gold from the game. Done. </p><p></p><p>It's pretty much the same thing. Either way the characters don't really have spare gold to spend. Only if you're giving out gold that you're required to spend on magic items, that game just has an extra step of complexity. There's more math as you need to track gold, purchases of magic items, the downtime required to craft, etc. And you need to regularly go to town to sell and craft, essentially stopping adventuring (and playing) for the subgame of "What slot do I have free? Who has the Craft Wonderous feat?" All to just maintain the numbers. It's much easier to just reduce gold and make the numerical bonuses inherent or, like 5e did, and just reduce the numerical bonuses. </p><p>And heaven forbid you lose a character and have to bring in a new one, and spend 200,000 gp on gear.</p><p></p><p>This has really been irking me of late. I just finished <em>Rise of the Runelords</em> and the final couple chapters were awkward as there was limited time to sell and craft. There's the big problem of the group going "hey, let's stop saving the world for a 90 days so the crafter can increase all of our magical items from +3 to +4." </p><p>And I'm currently running <em>Skull & Shackles</em>, which is equally weird going by the base rules as piracy is crazy inefficient for gathering wealth, as few ships can hold enough plunder to maintain the expected wealth when characters should be getting 2,000 gp each fight. And, really, why continue to be a pirate when that 2,000 gp is enough to live on for a year. A level 6 PC could just take their 16,000 gp and relax in the finest inn in town for the better part of a decade. A level 10 PC has enough wealth to never work another day in their life. </p><p></p><p></p><p>Another easy fix. </p><p>Remove proficiency bonus increases, give out more gold, and require your players to pay for magic items to increase their numbers. Everyone gets +1 weapons at level 5, +2 at level 9, etc. </p><p></p><p></p><p>Personally, I like the absence of a mandated gold sink because it opens up <em>choice</em> to the game. When the adventurers find 500gp in that treasure hoard that's 500gp they can spend on whatever. The decision wasn't made for them. </p><p>They can <em>choose</em> to buy that tavern, or the pirate ship, or the mansion, or the keep. The party's wizard is not handicapping themselves by spending 5,000 on a tower rather than a <em>pearl of power</em>. And the DM isn't wrecking the game balance by, say, giving out a castle or ship, because the player's won't just turn around and sell it for more gear increasing their Wealth By Level beyond the expected levels. And the DM can <em>choose</em> to have magic items available in large towns.</p><p>And there's no crazy spike in treasure as you need to give out more and more wealth. Where high level mooks are all dressed in magical gear worth more than an entire town.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6543792, member: 37579"] I said 500 gp in [I][B]a[/B][/I] treasure hoard. Yes, by level 10 you *should* have more than 500 gold, but a single If you find one treasure hoard every month-and-a-half for your adventuring career, while living an aristocratic lifestyle, you'll be broke if you stop adventuring. I would actually assume that the number of groups that just go from published campaign to published campaign is actually rarer. Less than average at least. Some might go 100% homebrew, some might do a mix and incorporate prepublished into a homebrew, and some might start published and go off the rails in their own direction. That's easy enough to fix then. Remove gold from the game. Done. It's pretty much the same thing. Either way the characters don't really have spare gold to spend. Only if you're giving out gold that you're required to spend on magic items, that game just has an extra step of complexity. There's more math as you need to track gold, purchases of magic items, the downtime required to craft, etc. And you need to regularly go to town to sell and craft, essentially stopping adventuring (and playing) for the subgame of "What slot do I have free? Who has the Craft Wonderous feat?" All to just maintain the numbers. It's much easier to just reduce gold and make the numerical bonuses inherent or, like 5e did, and just reduce the numerical bonuses. And heaven forbid you lose a character and have to bring in a new one, and spend 200,000 gp on gear. This has really been irking me of late. I just finished [I]Rise of the Runelords[/I] and the final couple chapters were awkward as there was limited time to sell and craft. There's the big problem of the group going "hey, let's stop saving the world for a 90 days so the crafter can increase all of our magical items from +3 to +4." And I'm currently running [I]Skull & Shackles[/I], which is equally weird going by the base rules as piracy is crazy inefficient for gathering wealth, as few ships can hold enough plunder to maintain the expected wealth when characters should be getting 2,000 gp each fight. And, really, why continue to be a pirate when that 2,000 gp is enough to live on for a year. A level 6 PC could just take their 16,000 gp and relax in the finest inn in town for the better part of a decade. A level 10 PC has enough wealth to never work another day in their life. Another easy fix. Remove proficiency bonus increases, give out more gold, and require your players to pay for magic items to increase their numbers. Everyone gets +1 weapons at level 5, +2 at level 9, etc. Personally, I like the absence of a mandated gold sink because it opens up [I]choice[/I] to the game. When the adventurers find 500gp in that treasure hoard that's 500gp they can spend on whatever. The decision wasn't made for them. They can [I]choose[/I] to buy that tavern, or the pirate ship, or the mansion, or the keep. The party's wizard is not handicapping themselves by spending 5,000 on a tower rather than a [I]pearl of power[/I]. And the DM isn't wrecking the game balance by, say, giving out a castle or ship, because the player's won't just turn around and sell it for more gear increasing their Wealth By Level beyond the expected levels. And the DM can [I]choose[/I] to have magic items available in large towns. And there's no crazy spike in treasure as you need to give out more and more wealth. Where high level mooks are all dressed in magical gear worth more than an entire town. [/QUOTE]
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