D&D 5E What could 5E do to make wealth worthwhile?


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Personally, I just give compelling reasons to adventure beyond getting wealth and power. The players do it because its interesting to do it. Not becasue its level up time to do it.

That said, I could see taking things off the sheets more and putting it into the players hands. For example, in my Traveller games the players often want to do things like build a secret space bunker, or build a cool ass android to help them with stuff, pimp their spaceship, etc.. So, adventures help them find things to do it. Things in this instance for D&D could just be money. Trade it for forts, wizard towers, influence, whatever keep the player interested and looking forward to adventuring.
 

I've personally done 3 things:

- used the downtime activities in Xanathar's Guide and some 3rd party books

- used the 2024 Bastion rules (reasons to spend money to upgrade their homes for mechanical benefits)

- added some magic items to shops for purchasing (as we got in Baldur's Gate 3). Gives the PCs something to save up for while ensuring that it isn't a free-for-all buy anything in the DMG game.
 

I try to present uses for using cash in my games, such as buying property, hiring retainers, and the like. I don't generally have magic stores per se, but usually the local temple will have a few potions or scrolls for sale, and those tend to scale easily to the party's level.

5e 2024 supposedly has some additional mechanisms, especially expanding Bastions and creating magic items. I haven't played enough 5e 2024 yet for that to become an issue, but I could definitely see some of my players taking advantage of those options. Crafting alone has the potential to quickly drain a party's pockets if players go all-out in that area.
 





I like the idea of starting the PCs off with a massive debt -- and someone willing to come looking for them if they don't make their regular payments. I don't think I have ever done this with D&D, but it was standard for Star Wars and other sci-fi games where the PCs started with a ship.
It can work, but I also seen it backfire where the PCs dont want to do anything too dangerous and risk their ship/livlihood. For example, in Traveller they ended up putting all their attention into finding trade routes for textiles and electronics and avoided any type of adventure as too risky. That makes sense from simulation perspective but man is it boring as an adventure game.

Now, for a Kingmaker campaign where the PCs are building a community in the wilds, there is all kinds of things to save money for!
 


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