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

The downtime rules are actually in the DMG (and expanded in XGtE - not sure about TCoE). However, it was just the concept that inspired us to make it a bigger part of our game, we took the idea and made our own guide. We basically have adventure mode and downtime mode now when we play. We always have a downtime session at level up because we require training, research, etc. to level up. However, we cover lots of other things during downtime too. It basically shorthand for roleplay session. We can also throw in "downtime" activities at other times too.
I'm pretty sure that downtime and training have been a part of D&D in one form or another since 1E. We've used them to some capacity in the past. Nowadays we play for maybe 3 hours once a week and communication between sessions regarding the game is minimal at best. Since our games are more adventure based with not too much heavy roleplaying, it's not something I've considered worth incorporating. I like your idea and of separating sessions by adventuring and roleplaying & downtime. I may look into the 5E versions of this and give it a try. It may add something that's missing to our game.
 

log in or register to remove this ad

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?

Since downtime play loops have come up, some may find these writings helpful and could adopt some version of them as makes sense for their game.
 

I thoroughly read through the DMG at some point in the 2010s, I really wish that I had processed and absorbed the Downtime section- I completely forgot that it existed.
I read parts of the DMG, probably skimmed that section and thought "meh" and completely forgot it existed too.
 

I think a combo use of the 2024 DMG+ToV GMG guide in regards to magic item prices+creation and other stuff would help out a good chunk.

Another thing that could work is a Character motivation. For example, my one bud is a Warlock who was part of an vast Arcane Institution that considered itself neutral from the Kings' influence. As a result, recent "changes" in trade routes and taxation has caused said Institution to fall in0 hard times finances wise.(Spoilers, the Council of Kings is trying to strongarm it into "accepting" terms of support in exchange for financial backing). So the Warlock is trying to seek out new avenues of financial backings and means to keep that from happening.

All while dealing with the ticking time bomb threat of his Patron causing the warlock's brain to psionically implode upon itself if he can't learn what it is that gave him his Warlock powers. No pressure.

My other bud, who played a Ranger alongside said Warlock, became obsessed with starting up a local guild hall in the starting town. He managed to convince the town mayor for a discounted building permit , but said mayor INSISTED the Ranger provides the remaining gold for the construction costs. The Ranger and Warlock proceeded to clean out the secret gamblers ring the townfolk all participated in during night time.

One Thieves Guild complication later, The Ranger put the deposit down for the Guild Hall. Even managed to recruit a retired Battle Master to teach the Ranger a D6 powered Combat Maneuver, in exchange for food and lodging in said Guild Hall.
 

I'm pretty sure that downtime and training have been a part of D&D in one form or another since 1E. We've used them to some capacity in the past. Nowadays we play for maybe 3 hours once a week and communication between sessions regarding the game is minimal at best. Since our games are more adventure based with not too much heavy roleplaying, it's not something I've considered worth incorporating. I like your idea and of separating sessions by adventuring and roleplaying & downtime. I may look into the 5E versions of this and give it a try. It may add something that's missing to our game.
To be clear, I wasn't trying to suggest that "downtime" was new to D&D with 5e. It was just that reading the rules in the 5e DMG were the first time I really thought of adding some structure to that part of the game. My group was intrigued and starting incorporating and modifying the guidelines pretty quickly.

I am not in the begging stages of thinking about how to incorporate deity realms into downtime/bastion style rules for my immortal level 5e game.
 

Mod Note:
@Blue and @Matrix Sorcica

Neither one of you seem able to deal with your conflict in a civil, mature manner. I am sorely tempted to remove both of you form the discussion.

Use some better sense, please, or you're done in the thread.
 

To be clear, I wasn't trying to suggest that "downtime" was new to D&D with 5e.
I know you weren't. I was thinking that they've been there over the various editions but never felt fully realized. I was thinking while typing so I wasn't clear on that point.
I am not in the begging stages of thinking about how to incorporate deity realms into downtime/bastion style rules for my immortal level 5e game.
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?
 

I've tried that, spreadsheet and all (my excel skills are quite good), but it still takes up so much table time it's crazy. I have two or three players that are so into this part of the game it's ridiculous--they weigh every item, thinking about how they can maximize it long term, then beg and cry for just one more roll, then spend a really long time haggling price over items they don't even really care about... all while the other players get really bored and annoyed by the whole exercise.
Haggling over price can get crazy, to be sure; I put a stop to it ages ago by simply saying as general policy the price is the price, take it or leave it (exception: if PCs are selling things to each other they can ask/pay whatever price they want).

Otherwise, it doesn't take too long: I can bang out a list in 30 seconds (28 of which is the printer churning away), they look it over, make their purchases, and away we go. The only time it gets a bit sticky is if two or more PCs want the same item, on which some dice get rolled to see who found it first.

That said, most of the time shopping is done during post-adventure treasury division, which is a long process in itself to which the shopping piece doesn't usually add much if any time.
I'm inclined to say something like only a handful of scrolls, potions, and other consumable will ever be available to purchase... but there's a hard limit on magic items in the campaign (that only I know), so for every item you purchase, that's one less you'll find through adventuring. Think hard before buying that potion of healing, you may rob yourself of a magic sword later!
Ah. I'm far more easy-come easy-go than that, in part because I use the 1e idea where magic items can be destroyed on a failed save vs AoE, or sometimes (for martial items) on a bad fumble.
 

Just remembered another very effective money sink for arcane casters: paying for access to new spells, plus paying for the ink and paper to write them out.
 

I know you weren't. I was thinking that they've been there over the various editions but never felt fully realized. I was thinking while typing so I wasn't clear on that point.

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?
Several versions of 5e make great use of downtime. Level Up and Adventures in Middle-Earth are good examples.
 

Remove ads

Top