What do people buy with thier gold?

My current party have bought pooled money and got Boots of Striding and Springing for every PCs, at 4th level or so (it was before the price is changed). As a result, in many adventures, when they met "the boss", two or PCs charged in the first (or surprise) round, ignoring flat-footed guards, and killed the guy immediately. Not so many published adventures have "boss room" wide enough to prevent this.

By the say, those charged PCs are separated form other PCs, especially, from healers, so they tend to get into some trouble after killing the boss.
 

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"Despite the fact that my weapons and armor are in dire need of repair, I blow the entire reward on Ale and Whores." - PVP
 



Actually, I appear to be in the same boat as Bagpuss, the Iconic Familiar. Gold? We get gold for this? Any gold we have is usually spent. We don't even bother splitting it up any more, we have a group fund among the three of us.

See, "we" means a human paladin, a dwarf wizard/transmuter and an elven sorceress. Oh, sure, sometimes we are accompanied by others (PC or NPC), but it never seems to be a healer, scout or thief. It usually turns out to be a sex-obsessed barbarian or twin rangers who fight with everyone in the core party. We spend a lot of time dragging someone out of the places we visit. So now the paladin buys healing potions and I'm always buying some new spell or the special ink to scribe one in my book. The sorceress, having seen me cast Glue one too many times (and perhaps inhaling the fumes when it burns), seems obsessed with tanglefoot bags (although she now has the Web spell so maybe we'll be able to save some money.)

Did we just get beat up by invisible foes? I'll run around paying exorbitant prices to find a See Invisible spell and put it in my book. Then we can go back and teach them a lesson. See, as a dwarf - no matter how smart a wizard I happen to be - I don't like leaving things unfinished or running away. I can tell myself as long as we go back and try to "do it right" we're not running away.

All the rest of the funds go toward bribes, payoffs, services, food and lodging and costs for me to rent a spot in the local blacksmith's or buy materials to make new weapons and armor, or repair old ones.

We now also have the added cost of feeding six Winter Wolf cubs the paladin thinks she can raise to be good, after I convinced her to kill the mother that had just eaten a cabin full of people.

We also just turned over the object of our self-assumed quest to the clerics that had to ressurrect our paladin. Bye-bye, gemstone of approximately 5,000 GP value. And we still owe the priest a quest to be named later for his efforts.
 
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My characters don't get gold and they don't buy anything.

The Market ecenomy does not exist imc- PCs gain status and influence over others whom they can then get to harvest resources, manufacture things, raid enemies (ie steal stuff) or claim lands.

Besides the stuff taken in raids, 'Gifts' (Food, Weapons, Fine mats, jewlerry) are given - at which time flashy items might be gained (Like the Clabash of Winds gained from a Sea goddess after the PCs returned her daughter)
The closest thing to Trade is the 'Ritual-Gift exchange' between two villages/clans (Diplomacy check + Ecomony stat)
 

Wow. I feel like I'm in the minority for letting my PC's buy magic. I've just always hated how the other options always seem to be either letting the PC's accumulate the equivalent of several dragon hoardes worth of wealth but doing even less with it, or else being overly stingy with gold to the point that 10th levl PC's can still be hard pressed to stay at the inn and hire a torch bearer. (My personal favorites are when the DM hands out magic items like they're candy, but oddly enough never letting the PC's sell/trade items. Not even letting us sell our +5 keen vorpal speed greatswords for 175 or even 25 gold that would be much better put to use.)

So lately, my PC's have been buying up potions like crazy, better gear, and the occasional wand or scroll to round them out and give them a broader selection. Of course, they just hit third, so I'll have to watch how things progress when they start getting good money.
 

I have one character who decided to build his own tavern and brewery. He hired the staff, a brewmaster, a bookkeeper to keep track of things while he's away, etc.

That way, whenever the party returns to their home town, they always have a place to stay.

He's thinking of expanding and colonizing other towns with his tavern and brand of beer.

Then, there's another character who uses a lot of his extra cash to buy fancy gifts for his cohort because he's got a crush on her.

I do let people buy some magic items, but usually they take the form of 'upgrading' a favourite weapon, rather than enchanting a new item. I also require minor quests to do this, just so the players know that buying magic items is never a granted.
 

My group spends most of their money on magic items. They usually go for a lot of low-powered items (they are usually better value for money, and easier to find crafters for).

I don't see the point of making magic items impossible to buy when they are easy to make (by the book).

Geoff.
 


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