Page 1541 in Whiskey Peak
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Average Rating: 5
Number of people who have voted: 3

By the same author as Grand Line 3.5


8th Jan 2021, 1:39 PM

I always have mixed feelings on money in RPGs. I do often like resource organising, but in so many games it turns into busy work that no-one seems to enjoy caring about. I can really see why some systems just go 'you might have a 'wealth' stat, but that's it.'

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8th Jan 2021, 2:37 PM
"Depth vs Ease of Use"

On one hand, having money be a finite thing lets players tangibly work towards owning specific things in the world (I.E. buying your own tavern, getting that one item you really want), on the other hand that means tracking and dividing up rewards as well as the DM probably having to make up some prices.

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8th Jan 2021, 5:22 PM

I remember reading an article about how money was, in modern editions of D&D, not only useless, but actively harmful to the playing and enjoyment of the game.

Something like how, with magic items specifically being something that is quested for, and not bought (supported by there being just about NO actual prices for them), and mundane stuff like tavern fees or adventuring supplies being so ridiculously cheap, the amount of focus that the DMG and PHB give to wealth is confusing and upsetting to players, since it bogs down an otherwise mostly streamlined system, and produces expectations that the rules cannot meet in terms of resource management and allocation.

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9th Jan 2021, 1:02 PM

Yet there's still a reason to have wealth. You're not going to be getting a cool magic item from every quest or town you save. Getting unspecified wealth as a reward is not that exciting. Many people like numbers.
Of course, the important thing is to implement more things to do with money besides buying basic health potions and that set of full plate. For 5e, Xanathar's Guide to Everything has a decent list of downtime activities that provide many ways to spend more money (or earn some, which is useful if you spend it).
Even the core rules allow for training in languages and tools, though the training time is rather prohibitive (too close to a realistic amount of time).

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9th Jan 2021, 6:23 AM

Treasure is a great and awesome thing to earn from an adventure. It should probably be handed out as rarely as magic items and basically be considered as a vague and nebulous thing, if you want to avoid the busy work.

For example, you found a small treasure. It's enough for several potions for the group or one okay magic item for one member. No need for more descriptions, just let the players know that when they reach the market and check out the prices. Give a cap for the magic item and say the change can buy a spare potion or two.

You found a legendary treasure? That's ship or castle buying treasure right there. It's so much wealth that it might actually be a plot point... Transporting it safely to your base until you can then safely transport it somewhere to spend it.

Wealth doesn't need every single coin to be counted to be impressive or fun. Prices don't need to be exact either. If you want treasure as a reward, just note how many and how powerful the items the group should have gotten from a fight and say the treasure is worth that much.

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9th Jan 2021, 5:44 PM

My problem with wealth is the massive divide between how much a worker would earn, how much you can get adventuring, and how much the cool stuff costs.

When I started listening to The Adventure Zone, I thought it was cute how they got excited over 10 gold pieces. But since I've been playing for years, I generally wouldn't bat an eye at anything under 50. But even if you can find magic items for sale, those would generally be upwards of 100.

Given that 1 gold is about what you'd earn for a day's labor, I put it somewhere from $50-100 in value (granted, our society is more productive due to technology.

Not sure where I was going with this, but I agree with what some others are saying here that the small change really doesn't matter. Maybe you could just measure bigger prices in terms of small/medium/large/major purchases.

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