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D&D 5E Treasure?

Reynard

aka Ian Eller
Supporter
Maybe I am just missing it, but I do not see anywhere -- PHB, MM, DM PDF -- guidelines for how much treasure should be given out. I know that 5E is trying to get rid of the whole wealth-by-level aspect of 3.x, but that does not mean it is unimportant. Money buys things, from equipment to influence, and even old editions had Treasure Types to help us figure out what should be considered average or probable.

Are there treasure reward guidelines somewhere I am missing? If not, has anyone done an analysis of LMoP and HotDQ to determine what is appropriate?

Thanks a bunch!
 

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There are no wealth by level charts yet, no random treasure charts yet, no guidelines whatsoever. That stuff will be in the DMG.

The playtest had a system, and someone made a 5e treasure generator here on EnWorld somewhere using that system.
Here it is, http://www.enworld.org/forum/dnd_view_block.php?id=1438

I believe a breakdown of the starter set for a group of 5 people, earned them something along the lines of (Current Level * 100gp) as they adventured to get xp for the next level.
 

I dont know that there will be a wealth by level guideline. I hope not, actually, as DMs will then feel constrained to conform to them. If players get lucky and find a diamond in their first goblin encounter, cool beans says I!

I welcome back random treasure tables with open arms. They are a very fun part of the game that went missing for a time.
 

Even if they don't provide wealth by level guidelines they can be extrapolated from the number of expected encounters per level and the average rolls on treasure tables for those encounters. So we will have some general gold by level metric even if there isn't one in the DMG.
 

I don't care about wealth by level. I just want to have some idea about how much treasure to give out. I can wing it, of course, or even just pull out the 1E treasure types but I assume there is some metric built into the system and the economics thereof. It seems strange that we have not gotten any info alongside the encounter building rules. Of course, we don't know what traps are supposed to look like either, so I don't think the intent is for people to be running home brew campaigns at this point.
 

Right now, I am feeling bitter, jaded and cynical enough to say, don't give out any treasure whatsoever. It just seems kind of pointless to me. Apart from upgrading armor, there really isn't much to spend gold on, and the game assumes that the PCs don't have any magical items, anyway.
 


Grainger's approach is also known as the "Warhammer Fantasy RPG" style of treasure distribution. You know it's working when they die alone in a ditch, eaten by rats. :D

I've never done it, but I think it'd be fun to play a character who saves nothing and spends everything.
 

Right now, I am feeling bitter, jaded and cynical enough to say, don't give out any treasure whatsoever. It just seems kind of pointless to me. Apart from upgrading armor, there really isn't much to spend gold on, and the game assumes that the PCs don't have any magical items, anyway.

I'll say the reverse: treasure is fun. Give out more than you think you should, especially at low levels when there's plenty of time to adjust later, and then watch to see how they use it creatively.
 

I'll say the reverse: treasure is fun. Give out more than you think you should, especially at low levels when there's plenty of time to adjust later, and then watch to see how they use it creatively.

It can be fun to do this. My group bought an Inn. They have more money invested in that then their equipment. NPCs they adventure with when they retire work at the Inn. It has become a focus of the campaign in a way that I was not expecting.
 

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