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<blockquote data-quote="Charlaquin" data-source="post: 8683644" data-attributes="member: 6779196"><p>Only if they want spells beyond those they gain for free by leveling up, which I think is very appropriate to come at the cost of delaying their next level. Heavy armor and material components could potentially be a concern, but don’t forget that these costs are based only on hordes and leave out individual monster treasure. </p><p></p><p>Revivify is only the same cost as gaining a level in tier 1. And when the alternative is making a new character at first level, paying one level worth of gold for an extra life looks like a pretty good deal to me.</p><p></p><p>Tithes, carousing, and the like will be accounted for in downtime expenses (which can be subsidized by downtime activities like practicing a profession). Building keeps, buying titles, and finding orphanages is, in my experience, not something players really do anyway. Part of the goal is to give players something to spend large amounts of gold on that’s actually directly useful while adventuring.</p><p></p><p><img class="smilie smilie--emoji" alt="🤷♀️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2640.png" title="Woman shrugging :woman_shrugging:" data-shortname=":woman_shrugging:" loading="lazy" width="64" height="64" /> I’m not especially concerned with whether or not it “makes sense,” as long as it makes for good gameplay.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8683644, member: 6779196"] Only if they want spells beyond those they gain for free by leveling up, which I think is very appropriate to come at the cost of delaying their next level. Heavy armor and material components could potentially be a concern, but don’t forget that these costs are based only on hordes and leave out individual monster treasure. Revivify is only the same cost as gaining a level in tier 1. And when the alternative is making a new character at first level, paying one level worth of gold for an extra life looks like a pretty good deal to me. Tithes, carousing, and the like will be accounted for in downtime expenses (which can be subsidized by downtime activities like practicing a profession). Building keeps, buying titles, and finding orphanages is, in my experience, not something players really do anyway. Part of the goal is to give players something to spend large amounts of gold on that’s actually directly useful while adventuring. 🤷♀️ I’m not especially concerned with whether or not it “makes sense,” as long as it makes for good gameplay. [/QUOTE]
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