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What's the point of gold?
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<blockquote data-quote="Maxperson" data-source="post: 7518922" data-attributes="member: 23751"><p>Not everything has to be a counter.</p><p></p><p></p><p></p><p></p><p>Just about everything in the PHB has mechanics to them. All armor. All weapons. And most equipment. For the rest, like castle building and such, those also have mechanics associated with them and are not purely narrative. Castles come with people to upkeep. Those people are mechanical. Probably a private army with which to mechanically beat the pulp out of neighbors with. And more. Just because the effects are not necessarily directly mechanical, does not make them entirely narrative. </p><p></p><p></p><p></p><p>More than 30 years of gaming and I've never met a person who wanted this to happen. I doubt it will fly, but if you like it, make it happen in your game.</p><p></p><p></p><p></p><p>There are thousands of meaningful ways for me to spend gold. That's depth. </p><p></p><p></p><p></p><p>Yes, those too. Creating a castle comes with many choices associated with it that can shape the campaign into different directions. The same with many large expenditures. Choices abound.</p><p></p><p>Why limit yourself to mechanics, though? Mechanics are narrow and, quite frankly, weak. They have to be in order to be balanced against everything else. The non-mechanical power and influence that comes with a castle, or influence with a church when you build a temple, etc., far outstrips mechanics for usefulness.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7518922, member: 23751"] Not everything has to be a counter. Just about everything in the PHB has mechanics to them. All armor. All weapons. And most equipment. For the rest, like castle building and such, those also have mechanics associated with them and are not purely narrative. Castles come with people to upkeep. Those people are mechanical. Probably a private army with which to mechanically beat the pulp out of neighbors with. And more. Just because the effects are not necessarily directly mechanical, does not make them entirely narrative. More than 30 years of gaming and I've never met a person who wanted this to happen. I doubt it will fly, but if you like it, make it happen in your game. There are thousands of meaningful ways for me to spend gold. That's depth. Yes, those too. Creating a castle comes with many choices associated with it that can shape the campaign into different directions. The same with many large expenditures. Choices abound. Why limit yourself to mechanics, though? Mechanics are narrow and, quite frankly, weak. They have to be in order to be balanced against everything else. The non-mechanical power and influence that comes with a castle, or influence with a church when you build a temple, etc., far outstrips mechanics for usefulness. [/QUOTE]
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