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Treasure Rolls & "a typical campaign"
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<blockquote data-quote="LostSoul" data-source="post: 6544743" data-attributes="member: 386"><p>My view is different. Games provide decisions for players to make. They weight those decisions through their mechanics. While D&D is unique in that a lot of those decisions are based on imagined content (fiction), it still weights decisions - obviously, because otherwise you wouldn't have any decisions to make. This is a difficult thing to do; basically balance decisions against each other. That's what game design is all about.</p><p></p><p>It seems that 5E doesn't give spending GP the kind of weight that [MENTION=12731]CapnZapp[/MENTION] would like - which means that CapnZapp can't make those decisions he or she would like, because there aren't any to be made. CapnZapp can provide that weight, but that's essentially game design, something you'd like to leave to the professionals.</p><p></p><p>I'm making my own game and while a lot of it relies on judgement calls from the DM - in order to bring the imagined content to the fore - balancing decisions around GP, XP, and in-game time is difficult and probably beyond me (though what I have seems to work okay). I don't think it's unfair to expect that WotC would have done that work already, especially when it was such a big part of a previous edition's play.</p><p></p><p>I'm not sure if the system they put into place meshes with their design intent - I don't know what their design intent was! What it seems is that they didn't design any decisions to be made around how getting or spending GP impacts the core game, namely adventuring in dangerous environments. To expect that what was one of the main rewards* of previous editions to be a reward in 5E doesn't strike me as strange; on the contrary, leaving out GP as a reward seems strange.</p><p></p><p>* - By reward I mean something like "game fuel": you play the game, you get the reward, and that deepens the complexity of the decisions you can make. For GP it would be something like: Adventure -> Get GP -> Spend GP -> new gear allows you to adventure in more places, assuming your decisions are good ones -> Adventure -> etc. (There's also the "domain" level of play that GP opens up; Spend GP -> Create Domain -> Adventure to maintain or expand Domain -> Get GP -> Expand Domain -> etc. It seems that this, too, is missing from 5E. Though I'd be surprised if they didn't release a detailed supplement for this sort of thing.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6544743, member: 386"] My view is different. Games provide decisions for players to make. They weight those decisions through their mechanics. While D&D is unique in that a lot of those decisions are based on imagined content (fiction), it still weights decisions - obviously, because otherwise you wouldn't have any decisions to make. This is a difficult thing to do; basically balance decisions against each other. That's what game design is all about. It seems that 5E doesn't give spending GP the kind of weight that [MENTION=12731]CapnZapp[/MENTION] would like - which means that CapnZapp can't make those decisions he or she would like, because there aren't any to be made. CapnZapp can provide that weight, but that's essentially game design, something you'd like to leave to the professionals. I'm making my own game and while a lot of it relies on judgement calls from the DM - in order to bring the imagined content to the fore - balancing decisions around GP, XP, and in-game time is difficult and probably beyond me (though what I have seems to work okay). I don't think it's unfair to expect that WotC would have done that work already, especially when it was such a big part of a previous edition's play. I'm not sure if the system they put into place meshes with their design intent - I don't know what their design intent was! What it seems is that they didn't design any decisions to be made around how getting or spending GP impacts the core game, namely adventuring in dangerous environments. To expect that what was one of the main rewards* of previous editions to be a reward in 5E doesn't strike me as strange; on the contrary, leaving out GP as a reward seems strange. * - By reward I mean something like "game fuel": you play the game, you get the reward, and that deepens the complexity of the decisions you can make. For GP it would be something like: Adventure -> Get GP -> Spend GP -> new gear allows you to adventure in more places, assuming your decisions are good ones -> Adventure -> etc. (There's also the "domain" level of play that GP opens up; Spend GP -> Create Domain -> Adventure to maintain or expand Domain -> Get GP -> Expand Domain -> etc. It seems that this, too, is missing from 5E. Though I'd be surprised if they didn't release a detailed supplement for this sort of thing.) [/QUOTE]
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