It's really simple - talk to your DM and your party before you do many of these schemes.
If you clear things with your DM and your party before you go it, you're not being a dick. It's when you turn D&D into a Me versus the DM game that you're being a dick. The DM isn't your enemy, you're not trying to outsmart him. You're not trying to screw over NPCs and daring him to bring consequences.
The DM and the players are on the same team. It's when you forget this that you're playing D&D like a dick.
Yes, but you're only taking the DM's side, sometimes people play with a DM who is very competitive, or at least doesn't hand out much gold and equipment. These tricks are ways to help in situations like those. It isn't always the players that make the game toxic, it is more common to have a bad DM than a super toxic party that is trying to compete against the DM. I've never in my D&D career seen a whole party that has tried to screw the DM, it has always been the DM trying to screw the party.
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Please check out my homebrew, I would appreciate feedback:
It's really simple - talk to your DM and your party before you do many of these schemes.
If you clear things with your DM and your party before you go it, you're not being a dick. It's when you turn D&D into a Me versus the DM game that you're being a dick. The DM isn't your enemy, you're not trying to outsmart him. You're not trying to screw over NPCs and daring him to bring consequences.
The DM and the players are on the same team. It's when you forget this that you're playing D&D like a dick.
Yes, but you're only taking the DM's side, sometimes people play with a DM who is very competitive, or at least doesn't hand out much gold and equipment. These tricks are ways to help in situations like those. It isn't always the players that make the game toxic, it is more common to have a bad DM than a super toxic party that is trying to compete against the DM. I've never in my D&D career seen a whole party that has tried to screw the DM, it has always been the DM trying to screw the party.
I haven't had that experience with any DMs, but the solution to a toxic DM would be to talk to the DM rather than to engage him back. Engaging him back will only encourage his behavior and will only encourage him to continue engaging in that behavior. Talking to the DM will bring it to his attention that his behavior needs to change, and that the party is not happy with how he's running the game. Communicating with your DM is extremely important.
DMs have an extreme amount of power. They're not ever going to try to screw the party over completely. They're going to try to screw the party over as far as they think appropriate. They might think that they're making the game more interesting by making it challenging, and many times they're correct in trying to increase the difficulty level. Many times the party wants the game to be extremely easy and for their characters to be min-maxed well geared characters. But many times the DM increases the difficulty in response to what he perceived to be attempts to min-max and gear up to make the challenges too easy, but takes it too far.
And the solution when the party and the DM don't agree about what the appropriate difficulty of the challenges should be is to talk to the DM.
I have no interest in playing in a D&D game where the DM and players are competing against each other. When both sides are acting this way, both sides are being *****. One of the keys of D&D is that the DM and the players need to be working together and communicating.
I heard someone say fabricate is a good way to make gold in d&d. Basically any permanent spell can make a ton of money. Using magic mouth on a coin or pendant to scream "criminal" 25 times over 10 minutes as loud as possible with the activation condition "someone breaks into my home" or "opens this chest illegaly" or "takes my coin purse" is pretty powerful. As long as the mouth can see or hear it happening within 30 feet, it is alerting every guard ever. Takes only 11 minutes and 10 gold and you can sell it as a common or even uncommon magic security system. Profit of 50-500 gold profit depending on how much people care about it and you can make 45 in a day just by rituals.
Well. Im considering designing a steam powered hydrolic press? And using some fire spells to heat and compress coal.... If you see where im going here....
Mending is your friend. Our group raided the town to find ever piece of scrap metal and glass bottles. And being an Artificer, used Wand of Flowers to make what I needed to make potions, made about 25 of them, saved the group a bundle. Plus we needed so horses @ 60 gp ea, so I looked around the town and the blacksmith had a broken down wagon and bought it for 1 CP, mended it back to new condition using the scrap wood/metal and repaired weapons/armor/his home/business and got 2 horses @ 30 GP for all the work.
Now one of the girls in the group decided she wanted some nice armor so decided to try and flirt with the blacksmith, ended up spending the night and got the best of everything he had.
Start with one Artificer, use all artificer infusions on alchemy jugs, pour wine or beer daily, hire more artificers or buy more jugs, open tavern and boom. You have a main base of operations for your party and a decent supply of gold.
edit: maybe have a secret behind the scenes business where you sell acid or poison to anyone who'll buy.
How many times have you actually found yourself short of money often enough to try and create Ponzi schemes to make money?
Sometimes scams and schemes are fun in and of themselves and can lead to hilarious encounters.
Sometimes trekking out for days to find a hidden cave filled with traps, hazards and dangerous creatures isn't worth it if all you need is an extra few coins that could have been earned back in town within 20 mins.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Yeah, normally you don't risk your life scamming people, or selling water to thirsty people.
You do when you go try to save the world.
I hardly think being “bodyguards” to a merchant cart, getting payment in advance, the merchant not surviving the trip, and selling “your goods” at a town (different than where delivery was supposed to happen), qualifies as “saving the world”
(failure to keep your client alive and killing them are two completely separate things)
I didn't classify that as saving the world, but that's typically what adventurers go on to do, so I was saying that it's easier to make money with less of a risk by scamming people, stuff like that.
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Please check out my homebrew, I would appreciate feedback:
See we have a generous DM, he literally lets us do what we want. If we want to run a scheme we can run a scheme, we want to run a business we can run a business, if we are trying to make money to earn enough to rub shoulders with the people that will give us the higher paying quests then lets do it. All we have to do is run things past him before sessions so he can plan time for it. We can set things off then go on a dungeon crawl and when we get back there will be some role play and some dice roles to see how well our schemes have done.
Our current wizard, former rogue (before he was killed and brought back mysteriously this hasn't played out yet) has a group of orphans he had trained as pickpockets, they pad the books for us while we are out. Our bar is being run by our now major domo since we became an Acquisitions Inc franchise, so that is making us money too. Now we just have to survive to enjoy it lol
I got me an alchemy jug and some empty vial. If I haven't used it for any other use during the day, I make two vials of acid at night. I stockpile them and sell them off when we get to the mid-sized city.
Just a suggestion... One thing you can do is if you are an Arcane Rouge, as the mage hand cantrip is buffed to be invisible, if you meet a travelling merchant place mage hand inside the bags on his horse and steal things! It makes it hard to notice, and as what the hand is holding is also invisible as long as it is in the balled up fist.
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Yes, but you're only taking the DM's side, sometimes people play with a DM who is very competitive, or at least doesn't hand out much gold and equipment. These tricks are ways to help in situations like those. It isn't always the players that make the game toxic, it is more common to have a bad DM than a super toxic party that is trying to compete against the DM. I've never in my D&D career seen a whole party that has tried to screw the DM, it has always been the DM trying to screw the party.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I haven't had that experience with any DMs, but the solution to a toxic DM would be to talk to the DM rather than to engage him back. Engaging him back will only encourage his behavior and will only encourage him to continue engaging in that behavior. Talking to the DM will bring it to his attention that his behavior needs to change, and that the party is not happy with how he's running the game. Communicating with your DM is extremely important.
DMs have an extreme amount of power. They're not ever going to try to screw the party over completely. They're going to try to screw the party over as far as they think appropriate. They might think that they're making the game more interesting by making it challenging, and many times they're correct in trying to increase the difficulty level. Many times the party wants the game to be extremely easy and for their characters to be min-maxed well geared characters. But many times the DM increases the difficulty in response to what he perceived to be attempts to min-max and gear up to make the challenges too easy, but takes it too far.
And the solution when the party and the DM don't agree about what the appropriate difficulty of the challenges should be is to talk to the DM.
I have no interest in playing in a D&D game where the DM and players are competing against each other. When both sides are acting this way, both sides are being *****. One of the keys of D&D is that the DM and the players need to be working together and communicating.
I heard someone say fabricate is a good way to make gold in d&d. Basically any permanent spell can make a ton of money. Using magic mouth on a coin or pendant to scream "criminal" 25 times over 10 minutes as loud as possible with the activation condition "someone breaks into my home" or "opens this chest illegaly" or "takes my coin purse" is pretty powerful. As long as the mouth can see or hear it happening within 30 feet, it is alerting every guard ever. Takes only 11 minutes and 10 gold and you can sell it as a common or even uncommon magic security system. Profit of 50-500 gold profit depending on how much people care about it and you can make 45 in a day just by rituals.
Well. Im considering designing a steam powered hydrolic press? And using some fire spells to heat and compress coal.... If you see where im going here....
Oops wrong box
Mending is your friend. Our group raided the town to find ever piece of scrap metal and glass bottles. And being an Artificer, used Wand of Flowers to make what I needed to make potions, made about 25 of them, saved the group a bundle. Plus we needed so horses @ 60 gp ea, so I looked around the town and the blacksmith had a broken down wagon and bought it for 1 CP, mended it back to new condition using the scrap wood/metal and repaired weapons/armor/his home/business and got 2 horses @ 30 GP for all the work.
Now one of the girls in the group decided she wanted some nice armor so decided to try and flirt with the blacksmith, ended up spending the night and got the best of everything he had.
You just need to be creative
Start with one Artificer, use all artificer infusions on alchemy jugs, pour wine or beer daily, hire more artificers or buy more jugs, open tavern and boom. You have a main base of operations for your party and a decent supply of gold.
edit: maybe have a secret behind the scenes business where you sell acid or poison to anyone who'll buy.
Buy/find/make a decanter of endless water.
Move to a desert.
Profit
:)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
How many times have you actually found yourself short of money often enough to try and create Ponzi schemes to make money?
Watch me on twitch
Quite often. Haven't you?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
No. Not once. Turns out... going on quests yields quite a higher payout than my lifestyle choices.
Watch me on twitch
Well, you haven't found the right scam yet, or have a very rewarding DM.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Sometimes scams and schemes are fun in and of themselves and can lead to hilarious encounters.
Sometimes trekking out for days to find a hidden cave filled with traps, hazards and dangerous creatures isn't worth it if all you need is an extra few coins that could have been earned back in town within 20 mins.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Yeah, normally you don't risk your life scamming people, or selling water to thirsty people.
You do when you go try to save the world.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I hardly think being “bodyguards” to a merchant cart, getting payment in advance, the merchant not surviving the trip, and selling “your goods” at a town (different than where delivery was supposed to happen), qualifies as “saving the world”
(failure to keep your client alive and killing them are two completely separate things)
Watch me on twitch
I didn't classify that as saving the world, but that's typically what adventurers go on to do, so I was saying that it's easier to make money with less of a risk by scamming people, stuff like that.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
See we have a generous DM, he literally lets us do what we want. If we want to run a scheme we can run a scheme, we want to run a business we can run a business, if we are trying to make money to earn enough to rub shoulders with the people that will give us the higher paying quests then lets do it. All we have to do is run things past him before sessions so he can plan time for it. We can set things off then go on a dungeon crawl and when we get back there will be some role play and some dice roles to see how well our schemes have done.
Our current wizard, former rogue (before he was killed and brought back mysteriously this hasn't played out yet) has a group of orphans he had trained as pickpockets, they pad the books for us while we are out. Our bar is being run by our now major domo since we became an Acquisitions Inc franchise, so that is making us money too. Now we just have to survive to enjoy it lol
From Within Chaos Comes Order!
I got me an alchemy jug and some empty vial. If I haven't used it for any other use during the day, I make two vials of acid at night. I stockpile them and sell them off when we get to the mid-sized city.
Mug a noble
Just a suggestion... One thing you can do is if you are an Arcane Rouge, as the mage hand cantrip is buffed to be invisible, if you meet a travelling merchant place mage hand inside the bags on his horse and steal things! It makes it hard to notice, and as what the hand is holding is also invisible as long as it is in the balled up fist.