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


log in or register to remove this ad


I haven't had a campaign with wealth in a long time, but I have thought about this and one approach I would like to take, if I ever get there again, is to just ask where they are keeping that wealth. Is it a Gringots-style bank? Where is it located? Are they keeping it in a bag of holding? OK - all of it, in that same bag? If they are going to bury it somewhere or stuff it in a mattress, then what is that location, how is it guarded, etc. Keeping a room somewhere or stashing it with a friend all imply NPC interactions. Thieves are watching, enemies are actively seeking them out.

It would create some adventure hooks and open up the possibility of losing it all. I think it could be interesting to run this kind of game, but many may not want to play this way at all.
 

Either significantly reduce the treasure available in each encounter, or adjust prices to maintain parity with PC wealth.

Whether the "common" folk could afford those prices doesn't really matter, as D&D isn't an economic sim, and the focus is on the PCs.
Multiple people have suggested this an I don't get it. how does reducing wealth make it matter?
 

Multiple people have suggested this an I don't get it. how does reducing wealth make it matter?

Perhaps I misunderstood your OP.

My reasoning to make wealth matter is to either make it harder to obtain, or increase prices to the point where earning a lot of GP matters.

I guess another approach is to make more high priced items available for purchase, so the PCs have something to spend it on.

(As a side note, I'm not an advocate of PC's being able to easily obtain and purchase magic items, regardless of their wealth)
 

Perhaps I misunderstood your OP.

My reasoning to make wealth matter is to either make it harder to obtain, or increase prices to the point where earning a lot of GP matters.

I guess another approach is to make more high priced items available for purchase, so the PCs have something to spend it on.

(As a side note, I'm not an advocate of PC's being able to easily obtain and purchase magic items, regardless of their wealth)
The PCs go into the dungeon and pull out the loot. The question of the thread is "How do you make that loot matter?" since 5E does not have very many built in uses for money.
 



Exactly. It closes the play loop. Go in to get gold, go out to spend it and advance, go in to get gold…repeat. Without that little switch, you don’t need to go out, really, and you’ve nothing meaningful to spend gold on after 2nd or 3rd level. Most groups handwave ammo, encumbrance, food, light, etc which just happen to be all the pre-installed gold sinks. So without those, gold just keeps piling up and there’s almost nothing to spend it on.
We did similar things with BX/BECMI/AD&D (after we ditched training) -- instead of gp=xp, it was xp for every gp that was 'wasted.' That could be carousing, donating to your religion's temple, spent on a bling-wagon, put into a dedicated 'castle fund' that likely would never happen, anything that wasn't spent on adventuring gear (such as magic items) or somehow flowing back into the PCs hands*. This was stipulated as having to be 'loot' (coins and gems and such in chests, etc.), so if you wanted some extra cash for equipment (especially during those early levels), and didn't want it eating into your advancement, you stripped the humanoid enemies of their weapons and armor** and sold that back in town (thus getting rid of that behavior in later levels).
*buying jewelry and then having the party thief steal it from you for more xp, we had that happen once and nipped it in the bud.
**or just stripped the dungeon furnishings down to the studs, as adventurers are wont to do.

I'm not intimately familiar with Shadowdark's carousing mechanics. But it's just as easy to introduce longer-term gold sinks that operate under similar principles. Maybe a PC is trying to funnel money to the Rebellion. Or fund an orphanage. Or raise a temple. Or buy an expensive business so they can retire. Or fund their plans for world domination. Or, you know, just provide for their kids...
Pretty much anything that doesn't have an immediate effect on your actual adventuring performance, I would think.
 

If you want wealth to matter when characters have it, then I think it makes sense to make it matter when they don't have it, that is, right from the start. Wealth has to open some doors that are closed to characters early on, and they ought to feel the sting from level 1.

The advantage of building a scarcity setting is that players are very familiar with it from real life, so the transition should be straightforward. It requires DM prep and a refocus of attention in NPC interactions. Now thieves become much more significant, and not just because they can sneak attack. Having a noble background matters more. Being a good scrounger is now a thing. Guilds are more important. It all comes down to being able to say honestly, "You can't afford that."

Just using it as a metacurrency for better gear feels unearned to me, which is why I tend to ignore it entirely with players who don't want that kind of roleplay.
 

Remove ads

Top