However, including items such as mounts, wagons, and carriages, you can expand the range of what you can tax. Property: This category makes one think of houses and businesses, primarily, and the ancillary costs associated with maintenence, upkeep and other potential overhead (like property taxes and wages for employees). In either case, finding a buyer is the hardest part of the transaction. Selling artwork could be accomplished via auction instead of a single buyer, with fees to list the item, of course, and a tax on anything sold as well. Oftentimes the costs incurred in moving the artwork from the dungeon to the city outweighs the bother, or leads to ruinous outlays for disasters along the trip. The value of these are largely subjective, but there are antiquities dealers, collectors, museums, galleries and other possible outlets for the overburdened adventurer. This sort of wealth might have to be stored somewhere, also incurring a fee.Īesthetic: Treasure comes in many forms, and gems and jewelry, statuary, paintings, sculpture, and other mechanical, magical, or material means of artistic expression. For currency that is not from the current era (such as ancient coins from a tomb), the seller might have to seek out a collector, as the coins might not be recognized by any administrative body as official currency. Other currency must be exchanged for local currency at a government or private moneychanger's office. Only the currency that's official can be exchanged for goods and services. Split them into time periods - "Yes, but that's not King Glamourpuss, that's Biggus Dickus". Create currencies for each region - "Oh these are silver ducats from Moronia". How do you track it all? Thankfully you can break it down into a few categories:Ĭoins: Coin wealth is the staple of all campaigns and one of the top 3 cliches in the fantasy world. The stuff that adventurers acquire through the act of adventuring can seem overwhelming at first. Here's a look at how you can distribute and remove wealth from the players on a day-to-day basis. They want to spend it and you want to limit how much they spend. Suddenly your party has thousands of coins. I am going to concentrate on currency for the moment, as that is something that oftentimes gets out of hand very quickly. That campaign didn't last long after that. I once gave a player a sabre of light ffs. The temptation to throw cool shit at your players can often be very great. You control how much wealth your players obtain. We need to look at this thorny problem from an administrative point-of-view. But it still doesn't give any sort of framework for controlling wealth over the course of a campaign. The usual responses are quite good - they generally advise to change the treasure types into things that aren't just base coin. I see posts all the time with people asking about "gold sinks" and "what good is gold in 5e?". This has thrown some older DMs into confusion. The current edition has removed the stricture of the past two editions around the requirement of having X amount of treasure at X level (especially magic treasure). The hope of this post is to give some clarity around how to do that. All of us have given out too much treasure, too soon, too many times, to ignore the fact that dealing with treasure in a measured, rational way is the key to a happy campaign. One of the first obstacles a new DM must face is how to handle the distribution of treasure over the course of a campaign. Combat areas for every conceivable encounter. Collection of Podcasts, Vidcasts, and other D&D Multimedia for your consumption. Worldbuilding, Storybuilding, DM Discussion. The DM Help Multireddit Check out our wiki! Message the Moderators
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