Lanefan
Victoria Rules
How to make wealth worthwhile? The answer: downtime.
Character wealth is acquired during adventuring and almost always only spent during downtime, which means if one's campaign has little or no downtime their wealth is just going to accumulate as they're not being given the opportunity and-or time to spend it.
Beyond that:
--- training - and thus having to pay a trainer - to each new level can be a big money sink for the PCs. Note however that 5e as written fights against this idea with its lightning-fast level advancement and the expectation in its published adventures that PCs will bump in the field in mid-adventure and be able to acquire their new abilities on the fly.
--- magic items are a big one. Even if you don't want outright buying and selling of items, allowing and encouraging PCs to commission artificers to build them what they want (which takes lots of in-game time, they have to plan ahead) is another good money sink. That said, IMO they should be allowed to sell any surplus magic for cash.
--- have gear and equipment (whether magic or not) be easier to lose/break/destroy a la 1e such that they keep having to spend money to re-equip themselves each time they're in town.
--- though I hate this as a player (and I'm not alone!), making them pay taxes on what they bring back from the field can act as a low-grade but constant money drain.
All of this requires both the DM and the players to pay much closer attention to PC finances; I see nothing wrong with that.
5e is already very stingy with its treasure compared to older editions. Giving out even less risks turning the game into a chore, where the PCs (and thus the players) are always kept hungry and thus just end up feeling like modern-day low-wage workers caught in a never-ending cycle of living paycheck to paycheck. Bleah! No thanks.
Character wealth is acquired during adventuring and almost always only spent during downtime, which means if one's campaign has little or no downtime their wealth is just going to accumulate as they're not being given the opportunity and-or time to spend it.
Beyond that:
--- training - and thus having to pay a trainer - to each new level can be a big money sink for the PCs. Note however that 5e as written fights against this idea with its lightning-fast level advancement and the expectation in its published adventures that PCs will bump in the field in mid-adventure and be able to acquire their new abilities on the fly.
--- magic items are a big one. Even if you don't want outright buying and selling of items, allowing and encouraging PCs to commission artificers to build them what they want (which takes lots of in-game time, they have to plan ahead) is another good money sink. That said, IMO they should be allowed to sell any surplus magic for cash.
--- have gear and equipment (whether magic or not) be easier to lose/break/destroy a la 1e such that they keep having to spend money to re-equip themselves each time they're in town.
--- though I hate this as a player (and I'm not alone!), making them pay taxes on what they bring back from the field can act as a low-grade but constant money drain.
All of this requires both the DM and the players to pay much closer attention to PC finances; I see nothing wrong with that.
5e is already very stingy with its treasure compared to older editions. Giving out even less risks turning the game into a chore, where the PCs (and thus the players) are always kept hungry and thus just end up feeling like modern-day low-wage workers caught in a never-ending cycle of living paycheck to paycheck. Bleah! No thanks.