D&D 5E What could 5E do to make wealth worthwhile?

This a big part of why I avoid adventure paths. I always want downtime to be part of the campaign.
Adventure-path-like campaigns (or portions thereof) can still work just fine; the key is to not have the final piece be what has the deadline. For example for an embedded-in-campaign adventure series where one pretty much directly leads to the next you might storyboard out something like:

Campaign gets to a certain point then...

Adventure A
Adventure B (deadline = midwinter's day)
Adventure C (deadline = 15 days after key moment in adventure B)
Adventure D
Adventure E
(Adventure F) - if required should things go awry in D or E

...then campaign continues with other things.

Here, you've loads of room for downtime everywhere except maybe the lead-up to B and for sure the gap between B and C. Hell, at some points they might even take mid-adventure downtime (I've both played and DMed this occurrence countless times) where they go back to town, train up, divide what loot they've found so far, resupply, maybe revive their dead if necessary, and then head back in for attempt number two.
 

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When I read "Charge for adventure hooks, I thought HA!! For each hook I dangle that they ignore or refuse? 300gp!

Those players with zero ambition, but to sit around town jacking their jaws, and soaking up ale will quickly be broke, lol.

Anyhow, carry on.
 

I don't want to read the whole thread to see if this should be seen, but I think money should be spent on in-world cosmetics and customization.

  • Bastion Changes
  • Weapon and Armor Materials
  • Special Flares or Crests
  • Common Magical Items that are enchanted accessories
  • Vehicles and animals
  • Skills
  • New relationships, bonds, connections, and favors
  • Reputation

Stuff like this IMO. I think most of these things would just serve to turn money into a way to make your character cooler in the campaign in a fictional way.
 

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