I really want my players to feel like the gold they're getting during adventures holds some weight. It's likely too late in my campaign now because they're all decked out in decent magical gear, but do you have any suggestions on how I can implement shopping to be a little more immersive/inclusive. All of my magical items this campaign have been quest rewards and trove finds, the money has been next to useless.
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Please, for the love of the gods, tell me how am I to balance DnD with the family and my son's travel hockey? HALP!
I wouldn't bother with shops. Those are hardly a drain on money. Go for the big stuff.... They want a keep? a boat? That'll cost a lot of money just for the basic version. Let alone if they want to expand on it. Or what if your players did something and now need to perform some massive ritual. That ritual needs components/ingredients that could end up being 20k gold and where will they find tons of fiend blood to go with it? If they need to get into some areas they need to bribe people. But then again bribing won't cost much in regards to regular people. It will when going to other realms.
shopping for player-handbook gear is really only interesting for the first few levels. imo, only big-ticket items matter after level 5ish (like mentioned above - boats, real estate, etc).
BUT, you could make some non-magical things interesting to shop for - the rare gems and spell components, mithral, adamantine...and if you want to go a little down home-brew lane, rare steel-hard woods for druid armor, monster chittin/wood spike alternatives for studded leather, etc. if you have access to it, look up 'Volo's Guide to all things Magical', in the raw materials section - it lists a large pile of gems, woods, and metals which can be converted to 5e uses.
Go to page.125 of the DM's Guide "Downtime". Some good ideas there. Armour needs cleaning after every sweaty adventure. Swords oiled and sharpened. Blacksmiths don't work for free. Spell books cost cash, as does very good ink. Health Potions for for 100g each. What I'm saying is, everything costs money or it doesn't happen. Now that can be tedious, obviously, so I like the suggestion in the DMG of a daily cost based on lifestyle. Or hey, have a keep as a base for the company? Hirelings and staff cost daily, or orcs move in!
Not to mention, is someone using a spell? What components? Some are very expensive, per spell! 'Forbiddance' uses a ruby worth at least 1000g.
Do they spend a lot of time in a particular town, or is there a town they've grown attached to? Maybe the town wants to put on a big festival, or the orphanage needs to be renovated, or some locals are trying to start a new business. Offer them some opportunities to invest in the town and give them the feeling that the town values them as members of the community beyond being the people who kill all the monsters and bandits and whatnot.
Barring any of that... they could always start a tontine. What could go wrong?
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I really want my players to feel like the gold they're getting during adventures holds some weight. It's likely too late in my campaign now because they're all decked out in decent magical gear, but do you have any suggestions on how I can implement shopping to be a little more immersive/inclusive. All of my magical items this campaign have been quest rewards and trove finds, the money has been next to useless.
Please, for the love of the gods, tell me how am I to balance DnD with the family and my son's travel hockey? HALP!
I wouldn't bother with shops. Those are hardly a drain on money. Go for the big stuff.... They want a keep? a boat? That'll cost a lot of money just for the basic version. Let alone if they want to expand on it. Or what if your players did something and now need to perform some massive ritual. That ritual needs components/ingredients that could end up being 20k gold and where will they find tons of fiend blood to go with it? If they need to get into some areas they need to bribe people. But then again bribing won't cost much in regards to regular people. It will when going to other realms.
Horses can be an expense too -- stabling fees, having them shod, maybe hiring a stable hand to care for them while you're out adventuring, etc.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
shopping for player-handbook gear is really only interesting for the first few levels. imo, only big-ticket items matter after level 5ish (like mentioned above - boats, real estate, etc).
BUT, you could make some non-magical things interesting to shop for - the rare gems and spell components, mithral, adamantine...and if you want to go a little down home-brew lane, rare steel-hard woods for druid armor, monster chittin/wood spike alternatives for studded leather, etc. if you have access to it, look up 'Volo's Guide to all things Magical', in the raw materials section - it lists a large pile of gems, woods, and metals which can be converted to 5e uses.
Guide to the Five Factions (PWYW)
Deck of Decks
Great ideas - thanks! I honestly never considered the real estate aspect, that's kinda neat.
Please, for the love of the gods, tell me how am I to balance DnD with the family and my son's travel hockey? HALP!
Larphill,
Go to page.125 of the DM's Guide "Downtime". Some good ideas there. Armour needs cleaning after every sweaty adventure. Swords oiled and sharpened. Blacksmiths don't work for free. Spell books cost cash, as does very good ink. Health Potions for for 100g each. What I'm saying is, everything costs money or it doesn't happen. Now that can be tedious, obviously, so I like the suggestion in the DMG of a daily cost based on lifestyle. Or hey, have a keep as a base for the company? Hirelings and staff cost daily, or orcs move in!
Not to mention, is someone using a spell? What components? Some are very expensive, per spell! 'Forbiddance' uses a ruby worth at least 1000g.
Strongholds and Followers by Matt Colville has lots of great ways to drain resources from a party. ;)
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Do they spend a lot of time in a particular town, or is there a town they've grown attached to? Maybe the town wants to put on a big festival, or the orphanage needs to be renovated, or some locals are trying to start a new business. Offer them some opportunities to invest in the town and give them the feeling that the town values them as members of the community beyond being the people who kill all the monsters and bandits and whatnot.
Barring any of that... they could always start a tontine. What could go wrong?