Gold is what I call an unstable metric. Meaning in dnd it only changes the game in variable ways.
Potion shops can only produce goods at specific rate. Magic items need special materials that can could be limited by monster population so purchases are unlikely. Taxes and property costs are in Flux. Required upkeep on valuables. Weather destroys towers or floods basements. Guards or security just to protect valuables.
Basically if you're past basic equipment purchasing gamplay...... then money is kinda just a story tool and not a gamplay one until the dm adds other elements.
No reason to use gold unless you have magic items or homebrew stuff for your players to buy. In which case, give them about enough gold to buy at least 3 rare magic items or 1 powerful one. Otherwise, it's just a story reward sitting in their pockets or a way to lure players into traps.
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How much gold is too much gold for a tier-four party? I would give context but it is way too long to be concise.
I would like context please
:)
Gold is what I call an unstable metric. Meaning in dnd it only changes the game in variable ways.
Potion shops can only produce goods at specific rate. Magic items need special materials that can could be limited by monster population so purchases are unlikely. Taxes and property costs are in Flux. Required upkeep on valuables. Weather destroys towers or floods basements. Guards or security just to protect valuables.
Basically if you're past basic equipment purchasing gamplay...... then money is kinda just a story tool and not a gamplay one until the dm adds other elements.
It's not how much gold they have but what you let them buy.
No reason to use gold unless you have magic items or homebrew stuff for your players to buy. In which case, give them about enough gold to buy at least 3 rare magic items or 1 powerful one. Otherwise, it's just a story reward sitting in their pockets or a way to lure players into traps.