And... to get back to what we discussed previously, instead of using a table meant for a different edition, you could just use the XP table in the 5E PHB to mean "gold" too.
In other words, an XP = GP campaign.
A 6th level character would then have 14,000 gp, not 13,000 gp. While this might be an inconsequential difference, the numbers do diverge at higher levels. A d20 character would max out at 760,000 gp; a 5E character gains 360,000 xp or gp over her career.
If nothing else, that's half as ridiculous!

(But still a wee bit ridiculous)
Now then, the big question. What changes, if any, do you need to make to the standard DMG guidelines for awarding treasure?
The good news is: not too much!
As you know, the hoard table you use to generate a treasure is based on the monster's Challenge Rating (and not the level of the party). What you would want to do is
double the monetary amount for any CR in the
upper half of its respective tier.
Sounded complicated? It's really not. It means that hoards have twice the gold (jewels, artwork etc) if the monster is CR 8, 9, or 10 for the tier II table. The first half of that tier is CR 5, 6, 7. The second half is CR 8, 9, 10.
Example. Googling "5e treasure generator" Donjon is the first hit. Generating a CR 8 hoard randomly I get this:
700 cp, 6000 sp, 2200 gp, 110 pp, Rabbit Fur Belt (25 gp), Ceramic Urn (25 gp), Polished Stone Jar (25 gp), Iron Ewer (25 gp), +1 Shield (uncommon, dmg 200), Boots of Elvenkind (uncommon, dmg 155)
What I need to do is simply double the monetary rewards (but not the magical ones):
1400 cp, 12000 sp, 4400 gp, 220 pp, Rabbit Fur Belt (25 gp), Ceramic Urn (25 gp), Polished Stone Jar (25 gp), Iron Ewer (25 gp), +1 Shield (uncommon, dmg 200), Boots of Elvenkind (uncommon, dmg 155)
Note how I don't even bother with art objects. This isn't an exact science, the point is merely that to keep up with the XP/GP table, the DMG tables need the occassional "topping up".
And oh, one more thing. Never use the tier IV hoard table. At least not for gold.
That's it. This way you don't have to do anything special. You can keep using the DMG tables you've spent money to buy. The casino effect of random loot is fun. And by using Sane Magic Prices you offer something WotC should have provided, namely a way to spend gold even if you're running a hardcover adventure with no downtime!
Full credit:
All this, and the full explanations, are taken from Blog of Holding:
http://blogofholding.com/?p=6760