Older Beholder
Hero
I once played a Fire Genasi, arcana cleric who had a goal to start a 'permanent torch' business using the continual flame spell to create his product in downtimes. So, I always had ruby dust to spend my gold on.
That the same basic point could have been made without sounding undeservedly condescending and pointlessly antagonistic.I suppose if your games are only about battles and adventures and you completely gloss over or aren't interested in anything between, and don't like to imagine what things look like, and don't have any players who like to make art for their characters or the party, and let people cast expensive spells for free, and just convert all your treasure into coins rather than admiring it, then yeah, you'll probably find your money just turning into an ever increasing number on your sheet. It just feels to me like choosing to combine not following some of the game rules with not engaging with the role-playing immersion the money is mostly there for, and then wondering why it's there. And that's fine, but that is why it's there.
Am I missing something obvious?
I think everyone that wants magic items as this special thing that rarely gets in the player's hand is an idiot and a fool.
That's largely because WotC's campaign adventures are designed to be somewhat setting-neutral (other than Strahd, which brings its own bespoke setting with it) and downtime activities are almost always quite setting-dependent; it's mostly during downtime that you interact with the non-adventuring part of said setting and the adventure writers have no way of knowing which setting you're using.That none of WotC's campaign adventures support your suggestion at all.
Not just gold, "how do I make anything in the setting matter to you?" would be the question.My character is a block of stats with nice art yes--she does not have a preference for luxury food or need to live in a mansion, she'a fun concept combined with effective skills and abilities.. I don't really care about the world and only the gameplay experience is what I'm after, how do you make gold matter to me?
That none of WotC's campaign adventures support your suggestion at all.
That the same basic point could have been made without sounding undeservedly condescending and pointlessly antagonistic.
I totally get where you're coming from. D&D's economy can feel so rich when you lean into the roleplay! My wizard’s always broke from scribing spells and crafting custom gear like a staff carved from an ancient oak I had enchanted. I love splurging on flavorful stuff too like commissioning a portrait of our party or buying a fancy cloak just for tavern nights. Components do add up, especially for big spells, and I appreciate DMs who track that, it grounds the world. I think some players skip the "life" costs because they focus on combat, but that’s missing half the fun. Like you, I’m always dreaming up new ways to spend gold to make my character feel alive. Maybe it’s just about encouraging folks to imagine their character’s lifestyle beyond the dungeon!Well, I know that I never seem to have enough money to buy and scribe all the spells I want. A proper wizard learns every spell he possible can. And keeps a backup spellbook.
Expensive components can add a reasonable cost too. Not just the consumed ones (though that can end up being one of the biggest expenses), but initially buying the reusable components. My 5th-level cleric spent almost all his money making sure he could cast every spell he had access to at least once. I didn't want to end up planning to prepare a different situational spell the next day, only to realize I don't have a costly component for it.
Also, while it shouldn't be an issue after low-level, the cost of living is a thing, and you should either be paying upkeep, or specifically paying for food and lodging.
I don't know if DMs are just skipping those costs, but if you are letting your party cast free revivify and never pay for food, well, that's not the game's fault. It has listed costs for those things for a reason.
That issue out of the way, assuming your group isn't just handwaving all the actual expenses the game includes, you move into more subjective playstyle territory.
My characters like nice stuff. They aren't just a block of statistics made to kill monsters. They are an imaginary person who decides to keep some of the jewelry and art objects they find because they like them. Even though we do have actual places you can buy magic items (nothing like 3e, and significantly more expensive than the cheap (and seemingly cheaper and cheaper as the product line progressed) 5e prices), those are competing with the other things we want. Vehicles, mounts. A fancy set of clothes or accessories. I had the hide of a young black dragon we slew turned into armor. No statistical benefit over non-magical armor, but it sure makes a statement and costs a lot more. Found a dwarven smith so I could make sure to get the quality work I wanted. We also got daggers made from teeth.
I mean, am I the only one who built and decked out all the manors in Skyrim's expansion? I do the same sorts of thing in D&D. Are there a lot of players who do that sort of thing in video games but don't in D&D? I find it at least as satisfying in D&D. Is it the fact that you don't get the built-in visuals provided, and you have to either find/make art or keep it in your imagination? Works for me. I regularly imagine that dragon armor with it glossy black scales, gold trim and red gemstones. My character might even not wear it when they want to avoid standing out so much.
When people talk about not having anything to spend money on, I just wonder how their games play, because I don't expect I'll ever run out of things to spend my imaginary money on in a game where I'm imagining living in a fantasy world.
I suppose if your games are only about battles and adventures and you completely gloss over or aren't interested in anything between, and don't like to imagine what things look like, and don't have any players who like to make art for their characters or the party, and let people cast expensive spells for free, and just convert all your treasure into coins rather than admiring it, then yeah, you'll probably find your money just turning into this increasing number on your sheet. It just feels to me like choosing to combine not following some of the game rules with not engaging with the role-playing immersion the money is mostly there for, and then wondering why it's there. And that's fine, but that is why it's there.
Am I missing something obvious?
They are almost all set in the Forgotten Realms, with a tiny little sidebar suggesting maybe you could figure out how to use them in another setting. And most of them are pretty deeply tied to FR lore.That's largely because WotC's campaign adventures are designed to be somewhat setting-neutral
This a big part of why I avoid adventure paths. I always want downtime to be part of the campaign.They are almost all set in the Forgotten Realms, with a tiny little sidebar suggesting maybe you could figure out how to use them in another setting. And most of them are pretty deeply tied to FR lore.
Also, I don't think downtime is particularly setting dependent. there are some settings that might make it hard (Spelljammer and Planescape have different assumptions about everything). What keeps the WotC campaigns from embracing downtime is that they are all quests with implied or explicit timelines. A campaign built around a quest is not going to leave a lot of room for downtime, unless some downtime activity is central to that quest.
Make getting enough money an end goal. The TTRPG “Trophy” does this. Collect enough gold and your character retires. Now, you’re more likely to meet your demise, but it gives your character some drive.Note: This includes 5E 2024.
It is pretty well agreed upon that monetary treasure and wealth does not have much use in 5E (especially compared to 3.x era games). So what could 5E do to make money matter? What would you like to see? What things could help motivate the going into the holes and killing the monsters and taking their stuff?