DanDare2050
2019-05-25, 11:30 PM
I unintentionally necroed this thread : http://www.giantitp.com/forums/showthread.php?539936-Fotget-about-the-treasure-and-pricing-system-of-5E!
Its main thrust is that in D&D 5e treasure isn't worth anything. The argument has some merit and if you agree then this thread is about how to change that in neat ways. If you don't agree then go argue over in that thread.
Obviously there are upkeep costs, not just during down time but during adventure time. Keep on the players about those. In my open table there are life events that attach to the life style you lead. They give more beneficial events to high life styles and bad, lossy events for poor and wretched lifestyle.
One thing already mentioned is giving magic items sane costs (https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view) (if you allow magic items to be sold, and if you do you probably want to limit what is available where, but that's a different discussion).
I have mentioned elsewhere a mechanism we use in my open table. XP gained is "raw" and can't be used to level up until its converted to "trained". Each day 5 x character level is converted automatically by a long rest (or equivalent). Spending a whole day training as down time converts more. You spend up to 50gp and convert your character level x gp spent.
One I don't use in my open table, but often use in my dedicated games, is art and gem collections. Collections are sets of at least 3 things, art works by the same artists, gems of the same type and quality etc. A character can attune to a set and keep it, possibly on display, and then after a long rest they gain extra conversion - 1 x character level per 100gp value of the set. If an attuned set, or an element of it, is stolen or destroyed then the character is no longer attuned to it. This system leads to some extra role play about guarding your non cash treasures and going in search of missing set items. I also have "legendary collectables" which are single, magnificent works or gems that may be treated as a complete set containing 1 item (e.g. The Arkenstone from The Hobbit).
Another that I find useful is combat equipment maintenance. In reality characters would be caring for their stuff, cleaning it, sharpening blades, repairing chips and cracks, despite which it will occasionally break or become useless, and then they replace it. But I know none of my players want to track this with some realistic logistics process, so instead I get them to pay a daily upkeep that represents that process. Simple Melee weapons: 1cp / day, simple ranged weapons: 2cp / day, martial melee weapons: 5cp / day, martial ranged weapons: 6cp/day. Armor: 1cp / armour class value / day (so shields are 2cp/day). This is spent at the beginning of each day. During combat, if a 1 is rolled by the character, or the character takes a critical hit, then one item that has not been maintained that day is ruined and can no longer be used. If everything is properly maintained then no problem. A recently purchased is still paid for even though its brand new. If it breaks early that just means you were sold a lemon (and I don't want players keeping track of how long they have owned something). Exception: magic weapons and armour need no maintenance and do not break in this way. This makes magical stuff somewhat more valuable to players.
There is a lot more on the expenses side that can be added without too much book keeping, before getting to big picture stuff like buying strongholds and hiring small armies, and you can also do as suggested in the previous thread and downgrade the treasure hand outs too.
What other ideas do people have?
Its main thrust is that in D&D 5e treasure isn't worth anything. The argument has some merit and if you agree then this thread is about how to change that in neat ways. If you don't agree then go argue over in that thread.
Obviously there are upkeep costs, not just during down time but during adventure time. Keep on the players about those. In my open table there are life events that attach to the life style you lead. They give more beneficial events to high life styles and bad, lossy events for poor and wretched lifestyle.
One thing already mentioned is giving magic items sane costs (https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view) (if you allow magic items to be sold, and if you do you probably want to limit what is available where, but that's a different discussion).
I have mentioned elsewhere a mechanism we use in my open table. XP gained is "raw" and can't be used to level up until its converted to "trained". Each day 5 x character level is converted automatically by a long rest (or equivalent). Spending a whole day training as down time converts more. You spend up to 50gp and convert your character level x gp spent.
One I don't use in my open table, but often use in my dedicated games, is art and gem collections. Collections are sets of at least 3 things, art works by the same artists, gems of the same type and quality etc. A character can attune to a set and keep it, possibly on display, and then after a long rest they gain extra conversion - 1 x character level per 100gp value of the set. If an attuned set, or an element of it, is stolen or destroyed then the character is no longer attuned to it. This system leads to some extra role play about guarding your non cash treasures and going in search of missing set items. I also have "legendary collectables" which are single, magnificent works or gems that may be treated as a complete set containing 1 item (e.g. The Arkenstone from The Hobbit).
Another that I find useful is combat equipment maintenance. In reality characters would be caring for their stuff, cleaning it, sharpening blades, repairing chips and cracks, despite which it will occasionally break or become useless, and then they replace it. But I know none of my players want to track this with some realistic logistics process, so instead I get them to pay a daily upkeep that represents that process. Simple Melee weapons: 1cp / day, simple ranged weapons: 2cp / day, martial melee weapons: 5cp / day, martial ranged weapons: 6cp/day. Armor: 1cp / armour class value / day (so shields are 2cp/day). This is spent at the beginning of each day. During combat, if a 1 is rolled by the character, or the character takes a critical hit, then one item that has not been maintained that day is ruined and can no longer be used. If everything is properly maintained then no problem. A recently purchased is still paid for even though its brand new. If it breaks early that just means you were sold a lemon (and I don't want players keeping track of how long they have owned something). Exception: magic weapons and armour need no maintenance and do not break in this way. This makes magical stuff somewhat more valuable to players.
There is a lot more on the expenses side that can be added without too much book keeping, before getting to big picture stuff like buying strongholds and hiring small armies, and you can also do as suggested in the previous thread and downgrade the treasure hand outs too.
What other ideas do people have?