Last updated on September 11, 2020
Money motivates people. The accumulation of gold and wealth drive many fantastic adventures. In DND, every quest is chock full of gold and treasure to line the pockets of daring adventures. It’s a staple of the genre. “To the victor goes the spoils.” When the adventure is over, heroes are free to spend their treasures to their heart’s content. What do they buy, though? Where do they spend their money?
Gold and Money
Money in our Lives
In everyday life, we use money on
all kinds of things. It pays for our basic needs, such as food, clothing, and
shelter. It buys tools and opportunities to develop and grow. Money also buys opportunities
for joy through trips, entertainment, and toys. How someone uses their wealth
says a lot about who they are and what they feel is important. In fact, the way
we use, manage, and leverage money in our lives defines some of the most
meaningful decisions we make each day.
Money in our Character’s Lives
What can your characters spend
their money on? In 5th edition, you can buy supplies, rations, and
lodging—but not much else. Mundane equipment is cheap. It doesn’t take much
gold to get one of everything just in case. Even consumables are cheap enough
to not really worry about running out. You can buy expensive rations and
lodging, but they don’t provide much mechanical difference over the cheap options.
In a lot of video games, money buys
mechanical upgrades. Significant decisions are made when purchasing an upgrade
that would be the best fit for your character.
In 5th edition, many of the significant upgrades are tied to
magic items, which, as written, should not be available for purchase. In essence,
you can’t use money to upgrade your character. As written, players miss out on
the opportunity to use their wealth to mechanically customize their characters.
Gold and Choice
Gold offers the opportunity for
choice. Since we are in the business of optimizing meaningful choice, our job
is to maximize ways players can spend their gold. Players should be excited when
confronted with troves of treasure. Whether through purchasing new tools and
weapons, bribing tricky NPCs, or opening new avenues of exploration, gold
should provide ways for characters to influence the world around them. In fact,
when used intentionally, gold possesses the power to be just as important as
experience points in developing a character.
Many of the ways to use gold are
fundamentally subject to the rules of the GM and the world; there simply aren’t
enough concrete rules in 5e to facilitate fully functional player-facing
mechanics. For example, the PCs could donate their money to build a developed
road between a small town and the capitol, as long as the GM allows it. As long
as the GM stays open to ideas, there will be ways to spend your gold.
These avenues do not fully
capitalize on gold and the potential for choice it provides. Player driven
choice requires player facing mechanics. These mechanics necessitate balance
and playtesting though to ensure they don’t ruin the game. I want gold to be a
useful resource though, so I’m going to test out some options. In my upcoming
gothic horror campaign, I’m trying 3 different systems to make gold an engine
for meaningful choice in my game.
3 Hacks to make gold more meaningful
When selecting these hacks, I kept
a few goals in mind. I want to provide the greatest amount of choice with the
least amount of complexity. The mechanics must be as close to the base game as
possible. They need to be presented early and often, so every time they see
gold, they remember what it can do. Finally, the mechanics must be difficult to
abuse, so imbalance won’t ruin the game for the players.
1.
Use the Variant Encumbrance Rule
I plan to use the variant
encumbrance rules as written, except armor counts as half its weight if you are
wearing it and you have proficiency. When item weight matters, you introduce a
number of meaningful choices. Do you prioritize rations over a long trek or do
you bring extra climbing gear? They now have the ability to decide what items
are most important to bring with them on their quest.
Item weight and durability also
become key factors in differentiating quality. Cheap bedrolls could weigh 10lbs,
but designer rolls could weight 2lbs at triple the price. Reinforced rope could cost double, but
requires a DC20 to break. Poorly crafted daggers could break on a critical hit,
while reinforced hammers could easily break enemy gear.
While many decry the encumbrance
rule as needless accounting, there are ways to create positive engagement. You
could designate a player to be the quartermaster, in charge of managing the
party’s inventory. Many magical and mundane options suddenly become relevant
options. Floating disks, pack animals, and NPC hirelings all become significant
options for your players to consider. Items such as magical mounts and bags of
holding also become highly valued, allowing people to overcome the low-level
struggles of managing weights.
2.
Sell Magical Consumables Liberally
I’m going to provide merchants that
sell magical consumables. Players love healing potions, but they often hoard
them rather than use them. Scarcity caused by random loot keeps players from
using a consumable for fear of wasting it before they “really need it”. If
merchants sold magical consumables, purchasing and using them becomes strategic
decisions.
Mechanically, consumables are great
items to sell. They provide customization options by opening up new avenues for
solving problems. Potions, oils, and scrolls can offer offensive, defensive,
and locomotive options to help your players intentionally prepare for upcoming
threats. Balancing becomes fairly simple due to the temporary nature of consumable
items. Prices and restocking frequency can be adjusted to manage the impact of
consumables on your game.
Keep merchant inventory common
knowledge to the players. When players know they can always restock on potions
and poisons at the local apothecary, money becomes a resource similar to mana.
Players’ money becomes a way to express the power their characters have
available in their adventures. You can also provide discounts to characters who
are trained in herbalism, poisoner, calligraphy, and other kits through way of
crafting recipes.
3.
Use Magical Item Merchants
I also want to ensure there are
merchants that sell magical items. Finding magic items are a great reward for
clearing a dungeon and looting the treasure, but finding random loot lacks
meaningful choice. Players didn’t choose the item, they just found it through
play. When you know a merchant in town sells magical flaming swords or hardened
frost armor your money becomes accomplice in making a meaningful choice. When
there’s a list, there’s a choice.
Merchants will each have their own
unique magic item list. Building unique
item lists for each merchant is critical to making this work in your game. By curating
each list, you can provide balanced progression options for your players. Early
merchants can have low level options, while advanced, or even hard to find,
merchants can provide high level options. Players must know what they can buy,
though, to make their gold worthwhile.
Anti-theft protection is also
critical to ensuring the game doesn’t fall apart the second the rouge starts
getting ideas. (This doesn’t mean you can’t use smith tools or bartering checks
to give players discounts though). They could be supernatural patrons or plane
shifting vagabonds. They could sell maps to the item’s location, or be smiths
that create the items once payment is made. (You could also just tell your
players out of game to not steal from the magic item merchants.)
When players know what they can buy
from each merchant, they can save for the items they want. When characters have
something meaningful to spend their gold on, treasure becomes an alternate
leveling path for the characters. Every time they make an intentional purchase a
magic item, they are actively deciding how to enhance their character’s
abilities.
Furthermore, any decision in game where
gold is an option becomes even more meaningful. Do you steal the inheritance of
the arrogant but well-meaning duke? Is it worth entering orc territory for the
extra gold? Can we delve deeper into the dungeon before running out of health
potions? Are my morals worth compromising to get the money for the holy shield?
These are meaningful choices worth having in your game.
Make Gold Meaningful
Heroes get gold because they have
the courage and skills necessary to face the dangers guarding the treasure. Gold
represents the reward the players get for making hard choices and overcoming overwhelming
obstacles. When you provide options for players to meaningfully spend their gold,
you create a meaningful system filled with player driven choice.
Through the encumbrance rules,
magical consumables, and magic item merchants, I plan to provide player facing
options to make gold an important part of each character’s individuality and
progression. I’m excited to see how it these options play out in game. I’ll let
you know how it goes.
What about you? How have you made
gold more meaningful in your campaigns? What mechanics worked for your players?
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