FYI perfume is only 5GP and does pretty much exactly that.Bribes are a great way to get advantage on social checks.
FYI perfume is only 5GP and does pretty much exactly that.Bribes are a great way to get advantage on social checks.
Ah, the old "I'll insult the poster because I don't have a point". Unfortunately, it hasn't been a while since we last saw that.Ah, the old "you're a bad DM because you can't come up with pointless money sinks" strawman. It's been a while since we last saw that.
Hmm, you bring up differences between editions, but when someone else talks about that in a way that doesn't support your point, you call it an edition war. Maybe dial back the rhetoric.What are you on about? I said that money is less worthwhile in 5E than 3.x. This is not a controversial statement. nor did I say a single word about whether the uses for wealth in 3.x were good, bad or otherwise.
If you want to reject the premise, go ahead. But maybe do it without bothering to threadcrap and edition war next time?
Broadly there's 3 possible player motivations: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?
That is exactly what we do!Create training rules and a Downtime action that requires spending money on actually attaining the next level and the abilities. This could be paying someone of higher level to train you, tithing to a church of your religion, paying an arcane academy or library for access to their restricted section, etc.
I'm not @TiQuinn , but we did exactly what they suggest. Unfortunately I am not sure those rules made to Seattle when I moved last spring and had started handwaving* the gold requirements for a while before that. When I get some time I will look to see if I saved them somewhere other than my lost D&D flash drive.Would you mind sharing these?
Create training rules and a Downtime action that requires spending money on actually attaining the next level and the abilities. This could be paying someone of higher level to train you, tithing to a church of your religion, paying an arcane academy or library for access to their restricted section, etc.
That is exactly what we do!
Seek out the all-powerful Arch Barber Sy Sperling, you'll be copperless in no time, but a hit with the ladiesHear me out: Expensive magical hair plugs.
I've personally done 3 things:
- used the downtime activities in Xanathar's Guide and some 3rd party books
- used the 2024 Bastion rules (reasons to spend money to upgrade their homes for mechanical benefits)
- added some magic items to shops for purchasing (as we got in Baldur's Gate 3). Gives the PCs something to save up for while ensuring that it isn't a free-for-all buy anything in the DMG game.
I've never experienced money not mattering in 5E. I don't give out a lot, and in many cases I don't give it out at all. I don't really care to take the time during prep to add it to treasure, my players don't really care about it, and no one on either side of screen wants to do the bookkeeping. We justify it like this, they are adventurers, as they increase in level, so should their wealth. So, we assume that they can afford whatever they need when dealing with mundane items, a few golds for information or to buy the taproom a few rounds of drinks. If there's a case where they need a large amount of money or need to procure an extremely valuable or rare item, we deal with it on an individual basis. We don't use downtime, training either, and keeps are a waste of time for us. In our case we don't need to make money matter because we rarely use it, it is substituted with other rewards.So what could 5E do to make money matter?