Campbell
Relaxed Intensity
Is gold not being that important an actual gameplay issue? There are essentially 2 ways to make gold important (cost sinks and more fungible magic items). I'm not sure adding in more upkeep cost sinks would improve the play experience at the table in a way that feels rewarding instead of painful. More fungible magic items have their own set of issues.
Honestly, I am pressed to think of a tabletop roleplaying game I have ever played where managing wealth feels like a vital part of play (that isn't just an alternative progression path). Except maybe Blades in the Dark, but that was tied to a much tighter gameplay loop. In damn near every trad game I have ever played money just fades into the background.
Honestly, I am pressed to think of a tabletop roleplaying game I have ever played where managing wealth feels like a vital part of play (that isn't just an alternative progression path). Except maybe Blades in the Dark, but that was tied to a much tighter gameplay loop. In damn near every trad game I have ever played money just fades into the background.