I find this table weird. level 4 to level 5 is a 300 gold jump, level 5 to 6 is then 2300 gold jump (!!!), then 6 to 7 is just a 2400gp jump? Where is the consistency? Same happens on different stages, huge leaps for no reason.
I know this is old. but maybe this will help someone:
I recommend using the XP per level and divide it by 5. So for example if a player needs 900 xp for that level, they should have around 180gp at that time.
*Starting Equipment
1
+2
60gp
2
+2
180gp
3
+2
540gp
4
+2
1300gp
5
+3
etc according to level's XP. Simplest and most trustworthy, as monsters give loot proportional to their XP value
The leaps aren't "for no reason," they coincide with the different tiers of play. 1-4 is tier 1, 5-10 is tier 2, etc. You see big steps from one tier to another, then more linear increases within each tier.
The leaps occur because the treasure horde rules are defined by tier of play. They could have done them in a different way that was smoother, but they didn't.
Only noticed sorry, but that's not really sitting well with me since if that was the case XP would also have those "leaps". It makes much more sense to tie Wealth to XP (this is the amount of creatures you will face and treasure they horde) than "tiers of play" which is very subjective and characters dependent (many get their "Leap" extra attack at lvl 6 rather than 5, for example)
Sadly they've decided to do away with those hoards, at-least for now in regards to hard limits, they've introduced a system of "x amount of y tier at level 1-4" rather than "Roll tables a-d for tier 1 9 times" etc..
I'm still feeling rather conflicted..
Considering that I was / am really into the idea of the economy, and yes, I'm aware that D&D isn't for making a realistic economy to the other people that might read this, but the fact that the downtime activities such as owning a farm etc have all been removed in favour of the 'Bastions' is a bit.. well.. crappy?
I haven’t read the bastions or treasure sections (yet) but the high levels of treasure at tiers 3&4 aren’t really surprising - but they really should be like like the mega millionaire/billionaire of the real world. Yes they are worth that much overall buts in investments, not available cash. If you’re running an ongoing world your PCs should probably be investing in properties, upgrades, caravans, companies etc. yes they are worth 500k GP, but they might not have more than 10k easily available with maybe another 50k available in easily sellable high value goods (gems, jewelry, art objects, etc) the rest can be converted into cash if needed but it’s not going to be done overnight ( or this month if you want full value). Initially, at tier 1, much of a PCs cash is going to upgrade their equipment and for resupply - this is where keeping track of rations, munitions, encumbrance etc is so important. As they move to tier 2 cash may start going into things like spell research for mages or reserves for emergency spell castings ( raise dead?). By the end of tier 2 one or more folk in a party should probably have some sort of property that both needs upkeep and produces profits while they are still “ in play” these maybe should stay pretty much in balance ( profits a little below upkeep)
one of the problems I’ve seen in 5e is that if you take one of these lists of values and compare it to the rewards from a campaign the rewards are far less than tables suggest they should be. Undermountain is a prime example, I doubt that all told in the 20+ levels there is even 100,000 GP of no magic item treasure and not a second 100 k of magic item treasure. Same kind of thing with the Waterdeep embezzlement - they funds stolen are 500k GP but the party actually only gets 50k total from it - split 5 ways ( a typical party size) that’s 10 k each. Not really. Huge return on investment.
I find this table weird. level 4 to level 5 is a 300 gold jump, level 5 to 6 is then 2300 gold jump (!!!), then 6 to 7 is just a 2400gp jump? Where is the consistency? Same happens on different stages, huge leaps for no reason.
I know this is old. but maybe this will help someone:
I recommend using the XP per level and divide it by 5. So for example if a player needs 900 xp for that level, they should have around 180gp at that time.
etc according to level's XP. Simplest and most trustworthy, as monsters give loot proportional to their XP value
The leaps aren't "for no reason," they coincide with the different tiers of play. 1-4 is tier 1, 5-10 is tier 2, etc. You see big steps from one tier to another, then more linear increases within each tier.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
The leaps occur because the treasure horde rules are defined by tier of play. They could have done them in a different way that was smoother, but they didn't.
Ok with the release of the new PHB and DMG, do we have the levels updated for this now?
Or truly unique weapons they have crafted - or armors or spells. Or buying a tavern.
Only noticed sorry, but that's not really sitting well with me since if that was the case XP would also have those "leaps". It makes much more sense to tie Wealth to XP (this is the amount of creatures you will face and treasure they horde) than "tiers of play" which is very subjective and characters dependent (many get their "Leap" extra attack at lvl 6 rather than 5, for example)
Sadly they've decided to do away with those hoards, at-least for now in regards to hard limits, they've introduced a system of "x amount of y tier at level 1-4" rather than "Roll tables a-d for tier 1 9 times" etc..
I'm still feeling rather conflicted..
Considering that I was / am really into the idea of the economy, and yes, I'm aware that D&D isn't for making a realistic economy to the other people that might read this, but the fact that the downtime activities such as owning a farm etc have all been removed in favour of the 'Bastions' is a bit.. well.. crappy?
I haven’t read the bastions or treasure sections (yet) but the high levels of treasure at tiers 3&4 aren’t really surprising - but they really should be like like the mega millionaire/billionaire of the real world. Yes they are worth that much overall buts in investments, not available cash. If you’re running an ongoing world your PCs should probably be investing in properties, upgrades, caravans, companies etc. yes they are worth 500k GP, but they might not have more than 10k easily available with maybe another 50k available in easily sellable high value goods (gems, jewelry, art objects, etc) the rest can be converted into cash if needed but it’s not going to be done overnight ( or this month if you want full value). Initially, at tier 1, much of a PCs cash is going to upgrade their equipment and for resupply - this is where keeping track of rations, munitions, encumbrance etc is so important. As they move to tier 2 cash may start going into things like spell research for mages or reserves for emergency spell castings ( raise dead?). By the end of tier 2 one or more folk in a party should probably have some sort of property that both needs upkeep and produces profits while they are still “ in play” these maybe should stay pretty much in balance ( profits a little below upkeep)
one of the problems I’ve seen in 5e is that if you take one of these lists of values and compare it to the rewards from a campaign the rewards are far less than tables suggest they should be. Undermountain is a prime example, I doubt that all told in the 20+ levels there is even 100,000 GP of no magic item treasure and not a second 100 k of magic item treasure. Same kind of thing with the Waterdeep embezzlement - they funds stolen are 500k GP but the party actually only gets 50k total from it - split 5 ways ( a typical party size) that’s 10 k each. Not really. Huge return on investment.
Wisea$$ DM and Player since 1979.
True but I am also speaking more for homebrew than anything etc