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


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Several versions of 5e make great use of downtime. Level Up and Adventures in Middle-Earth are good examples.
It might be a few weeks before we play again, one of my players had something come up. I'm going to read the 5E D&D downtime rules. Next time we play I'll gauge their interest if they want to use downtime or not before I invest in any other systems. Do any of those you mentioned have a SRD I can download for free to see those rules?
 

As in actually going to the deity's realm on the outer planes or how divine characters can advance the deities goals/portfolio during downtime?
Not quite. These are rules for PCs to play immortals with divine levels and tiers of power: demigod, lesser deity, intermediate deity, greater deity, elder deity, and over deity (based on the BECMI Initiate, Temporal, Celestial, Empyreal, Eternal, and Hierarch Immortals). The downtime rules would be for, among other things, establishing and maintaining a divine realm; managing / negotiating / politics of pantheons; and mortal realm influences (think the Clash of the Titans scene were the gods are essentially playing "chess" with mortals).
 

It might be a few weeks before we play again, one of my players had something come up. I'm going to read the 5E D&D downtime rules. Next time we play I'll gauge their interest if they want to use downtime or not before I invest in any other systems. Do any of those you mentioned have a SRD I can download for free to see those rules?
LevelUp does and it has most, if not all, of the rules online for free: A5e tools

Regarding downtime, it is in the adventurer's guide: Between Adventures

And the SRD is here: A5eSRD

PS - you can download each chapter of the SRD or a compiled PDF of the whole book. Downtime is PDF #8 (Adventuring) under the Adventurer's Guide SRD.
 


I loathe training cost rules and can all but guarantee few people other than 60+ year old DM's find it fun to throw your gold into a pit to get your next level you already earned with experience points. And I say this as a near perma DM. There's a reason they haven't been part of D&D in like 45 years.

Unless players can spend gold on learning extra weapon masteries, feats, etc, it's just a BS gold sink. Cut out the middleman and simply give less gold rather than taxing them on something they already worked towards.
 

Stuff players can do with money in my present campaign:
  • (Buy or commission magic items, of course)
  • Buy property
  • Construct, expand, or contract the construction of buildings on that property.
  • Purchase exotic creatures, like griffons.
  • Hire experts to train said creatures
  • Commission sages to research a particular subject
  • Hire investigators to find out information about a particular person
  • Purchase land, sea, or air vehicles
  • Install siege weapon on their fortress or vehicle
  • Add enhancements like safety railings, extra armor, weightlifting machinery, or sealed compartments to vehicles.
  • Improve existing settlements
  • Fund organizations that advocate for particular populations
  • Build temples, shrines, libraries, exotic herb gardens
  • Start and run businesses.
  • Hire barristers to pursue or defend against legal issues
 
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Would you mind sharing these?
This is adapted from Gygax’s DMG, p 86.
Training to Gain Levels
Once a character has earned enough experience points to attain a new level, s/he must train for a number of days before gaining any class features associated with the new level.
The training time required is 5 (6) days if the character has attained
name-level for his/her class or if the character is below name-level and the training is with a higher-level tutor of the same class as the character. Training without a tutor takes 10 (12) days if the character has not yet attained name-level. Different classes attain name-level at different levels as shown in the Name-Level table.

Name-Level
Class
Level
Monk
7th
Barbarian
8th
Cleric, Fighter, Paladin
9th
Ranger, Rogue, Sorcerer, Warlock
10th
Bard, Wizard
11th
Druid
12th

The training cost depends on the class-level to be gained as shown in the Training Cost tables. The training cost is for the total training time.

Training Cost for Levels up to and including Name-Level
Level Attained
With Tutor
Without Tutor
2nd
900 gp
1,800 gp
3rd
1,800 gp
3,600 gp
4th
2,700 gp
5,400 gp
5th
3,600 gp
7,200 gp
6th
4,500 gp
9,000 gp
7th
5,400 gp
10,800 gp
8th
6,300 gp
12,600 gp
9th
7,200 gp
14,400 gp
10th
8,100 gp
16,200 gp
11th
9,000 gp
18,000 gp
12th
9,900 gp
19,800 gp

Training Cost for Levels above Name-Level
Level Attained
Barbarian, Bard, Fighter, Paladin, and Ranger
Cleric, Druid, Monk, and Rogue
Sorcerer, Warlock, and Wizard
8th
---
8,400 gp
---
9th
4,800 gp
9,600 gp
---
10th
5,400 gp
10,800 gp
---
11th
6,000 gp
12,000 gp
24,000 gp
12th
6,600 gp
13,200 gp
26,400 gp
13th
7,200 gp
14,400 gp
28,800 gp
14th
7.800 gp
15,600 gp
31,200 gp
15th
8,400 gp
16,800 gp
33,600 gp
16th
9,000 gp
18,000 gp
36,000 gp
17th
9,600 gp
19,200 gp
38,400 gp
18th
10,200 gp
20,400 gp
40,800 gp
19th
10,800 gp
21,600 gp
43,200 gp
20th
11,400 gp
22,800 gp
45,600 gp
 

I loathe training cost rules and can all but guarantee few people other than 60+ year old DM's find it fun to throw your gold into a pit to get your next level you already earned with experience points. And I say this as a near perma DM. There's a reason they haven't been part of D&D in like 45 years.

Unless players can spend gold on learning extra weapon masteries, feats, etc, it's just a BS gold sink. Cut out the middleman and simply give less gold rather than taxing them on something they already worked towards.
They have the option in my game of not training and - as a result - advancing slower, if they're that poor or are that desperate to keep their money for something else.

And yes, it is a gold sink - that's the point of this whole thread: providing options for where characters in a 5e or 5e-like game can spend their wealth rather than just watching it uselessly accumulate.
 

This is adapted from Gygax’s DMG, p 86.
Training to Gain Levels
Once a character has earned enough experience points to attain a new level, s/he must train for a number of days before gaining any class features associated with the new level.
The training time required is 5 (6) days if the character has attained
name-level for his/her class or if the character is below name-level and the training is with a higher-level tutor of the same class as the character. Training without a tutor takes 10 (12) days if the character has not yet attained name-level. Different classes attain name-level at different levels as shown in the Name-Level table.

Name-Level
Class
Level
Monk
7th
Barbarian
8th
Cleric, Fighter, Paladin
9th
Ranger, Rogue, Sorcerer, Warlock
10th
Bard, Wizard
11th
Druid
12th

The training cost depends on the class-level to be gained as shown in the Training Cost tables. The training cost is for the total training time.

Training Cost for Levels up to and including Name-Level
Level Attained
With Tutor
Without Tutor
2nd
900 gp
1,800 gp
3rd
1,800 gp
3,600 gp
4th
2,700 gp
5,400 gp
5th
3,600 gp
7,200 gp
6th
4,500 gp
9,000 gp
7th
5,400 gp
10,800 gp
8th
6,300 gp
12,600 gp
9th
7,200 gp
14,400 gp
10th
8,100 gp
16,200 gp
11th
9,000 gp
18,000 gp
12th
9,900 gp
19,800 gp

Training Cost for Levels above Name-Level
Level Attained
Barbarian, Bard, Fighter, Paladin, and Ranger
Cleric, Druid, Monk, and Rogue
Sorcerer, Warlock, and Wizard
8th
---
8,400 gp
---
9th
4,800 gp
9,600 gp
---
10th
5,400 gp
10,800 gp
---
11th
6,000 gp
12,000 gp
24,000 gp
12th
6,600 gp
13,200 gp
26,400 gp
13th
7,200 gp
14,400 gp
28,800 gp
14th
7.800 gp
15,600 gp
31,200 gp
15th
8,400 gp
16,800 gp
33,600 gp
16th
9,000 gp
18,000 gp
36,000 gp
17th
9,600 gp
19,200 gp
38,400 gp
18th
10,200 gp
20,400 gp
40,800 gp
19th
10,800 gp
21,600 gp
43,200 gp
20th
11,400 gp
22,800 gp
45,600 gp
Your cost formula looks similar to mine - you're using 900 (or 1800 if self-training) per level being trained out of, where I use 1000 per level being trained into thus training for 2nd level is about 2000, 3rd level about 3000, and so on.

The no-tutor option is intriguing, I have it that after about name level or a tidge higher they don't need a tutor in any case (if for no other reason than high-level people aren't always easy to find and-or available) meaning this dual-pricing system wouldn't work. One can also argue that part of the cost of training is to pay the tutor thus untutored training should be cheaper rather than more costly, with the drawback being it takes far longer.
 

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