Spending your Gold on ?

Post/Author/DateTimePost
#1

brettlangbdl

Apr 25, 2015 22:01:13

So, my players are about to hit level 9 in RoT soon, and have each accumulated about 7-8,000gp, even after expenses. What have your players characters been spending their looted gold on ?

#2

transcendantviewer

Apr 26, 2015 0:15:25

Well, I've got a system of giving prices to Siege Engines. If your players feel like they want to saq an enemy stronghold, they could purchase a Siege Tower and plenty of soldiers to run it for about that much. I based the formula around 10gp * the siege engine's total hit points * the number of five-foot squares it takes up on a battlegrid. This means that a Siege Tower would cost 10 * 200 * 16 = 32,000gp. pluss ammo for its weapons and soldiers to pilot it.

#3

Coredump00

Apr 26, 2015 8:16:06

Find a Baron/Duke you don't like, and give each of his peasant/farmers a few GP to move to another part of the kingdom.  The Baron will get no food and no taxes and will quickly go bankrupt. 

 

 

#4

AaronOfBarbaria

Apr 26, 2015 9:24:36

Big ticket items purchased in my 5th edition campaigns thus far:

  • An outpost village near a dungeon.
  • Supplies and workmen necessary to build a small castle at the above outpost.
  • A manor in a big city in which to spend their off-time.
  • Three sailing ships (not all in the same campaign)
  • One airship and crew, paid for a year's service up front to encourage loyalty.
  • Temple refurbishments.
  • A bag of holding they stumbled across for sale.
#5

Archon007

Apr 26, 2015 11:45:28

brettlangbdl wrote:
#6

sirkaikillah11

Apr 26, 2015 13:26:31

They big ticket item they have purchased, as of 5th level has been splint armor for the fighter and a breast plate for the barbarian. Both were purchased by the group as a whole.

#7

ankiyavon

Apr 26, 2015 13:54:13

AaronOfBarbaria wrote:
#8

Touc

Apr 26, 2015 19:00:34

It's a more free-form campaign, but my players, as a group, are already saving up for an Inn. Seeing wealth spent on tipping the staff, more realistic than only spending on gear thanks to the removal of wealth by level. 

#9

sirkaikillah11

Apr 26, 2015 22:06:44

Touc wrote:
#10

sirkaikillah11

Apr 26, 2015 22:11:52

Without "Ye Ol' Grand Magic Shop" Players are going to need something else to invest thier gold in a 5e campaign.  I am very happy about this. My early experience with D&D I never saw a magic shop. Every magic item was looted from vanquished foes in my early D&D experience. I freaked out when I found a magic sword for sale at the blacksmith's in the computer game Baldur's Gate. At that time it was beyond my experience.

#11

Ralif_Redhammer

Apr 27, 2015 7:42:23

My current campaign has a pretty high cost of living, so they don’t have much spare cash. But what they have has been spent in different ways – one has bought a war elephant and barding, another is expanding his home, and another has been spending his gold on charity to enhance his reputation in his church.

#12

Horwath

Apr 27, 2015 8:47:29

sirkaikillah11 wrote:
#13

Tempest_Stormwind

Apr 27, 2015 15:15:55

Horwath wrote:
(Reply to #13)

Jenks

Tempest_Stormwind wrote:
#15

Kentus

Apr 28, 2015 10:09:12

brettlangbdl wrote:
(Reply to #15)

transcendantviewer

Kentus wrote:
#17

Danny_Montanny

Apr 28, 2015 15:51:13

I always opt for high stakes gambling. C'mon seven!

#18

Coredump00

Apr 28, 2015 18:58:12

The fact that there isn't a ton to spend money on, and almost nothing that effects mechanics; means that gold is more a roleplaying item than anything else.  My Paladin can focus on the 'mission' and not have to search out every GP.  Likewise, when there is some rogue that wants to hoard money, I can let him roleplay that way and not worry about it so much.

 

 

#19

Imaculata

Apr 29, 2015 2:17:38

My players use their wealth to acquire bigger pirate ships, and to build their own outpost on a remote island. I play 3.5, and the Stronghold Builders Guidebook gives prices for construction costs, and for each type of building. Allowing your players to establish an outpost, can be a great source for new quests.

#20

NamelessHero

Apr 29, 2015 7:47:02

My character, who believes himself to be a god-king, has spent a good chunk of change getting his plate armor gold-plated.

 

Specifically, it cost 4,850gps = [1500gps (platemail) + 100gps (cost of getting it “silvered”) + 3250gps (65lbs of gold in raw materials)]. 

(Reply to #12)

sirkaikillah11

Horwath wrote:
#22

BRJN

May 02, 2015 16:11:55

Kentus wrote:
#23

Whir

May 02, 2015 17:01:59

Thus far my group has been fairly invest-heavy with their spoils. Their first group (3.5 and 4 played) has invested in creating a small fort around an inn-n-blacksmith farming village because it was accidentally built on top of a thousands of years old temple which they are now excavating and rebuilding. They had to hire engineers, sages, laborers, mercenaries and managers because they're out chasing evil warlord bent on world domination guy. They've probably dumped 30-40K gold into that (some from investors they wrangled in the capitol). They've also built their own hardened biplanes (homebrew world) and heavily modified their hammership (yep, the Spelljammer one), which was then stolen by evil warlord's spy dude. They've probably spent a few more thousand on healing and magic item identifications and such things. I don't do magic item shops in my games, nor do they sell, so they've also got a pile of those they don't/can't use but are too stingy to give away.

 

Their new 5e group has only made about 1,500 gold via looted loose coin and gems. They managed to talk a jewelcrafter into paying them above market for their gems while on contract (which I will probably make progressively harder to fulfil). Then they split it five ways. They started as farmer kids, so they dropped their loots on new armor and gear and fancy themselves adventurers. They also paid for hirelings for their family farms so they can go adventuring instead of work. XD If they do what I suppose they'll do, they'll run into some neat thing and built a fort on top of that, too.

#24

Kobalus

May 16, 2015 6:38:44

I think other than buying exotic gear or pets, a home is a priority followed closely by paying for training. It cost 1 gp a day for standard training and takes 250 days to learn a new language or tool skill. I would even allow them to learn to use a new weapon or Armor, but it would have to be specific to the weapon or armor not a general catagory of weapon or armor. I also allow the speeding up of training to shorten the time. 125 datys 3g per day = 375g, 65 days 9g per day = 585g

#25

Glimjack

May 16, 2015 7:20:48

We're 10th level in RoT, and our DM made some magic items available for purchase through our factions at the conclusion of HotDQ. We don't believe in Magic Walmart either and as such what we could purchase was restricted to uncommon items that were appropriate for our faction. We figure that it makes sense, for example, that for the right price a member of the Zhentarim can get ahold of Boots of Spider-Climbing through the network, or that The Harpers know the location of a Bag of Holding.

 

We don't go overboard, but allowing the occassional item purchase is possible without ruining the rarity of items.

#26

Lanliss

May 16, 2015 17:23:07
I do not know anything about the different worlds of DandD,, but what if you let your players pay for training? They could put it towards multiclassing("I want to pay for a tutor to teach me some basic magic") or they can put it towards learning things in their class("I might be good with a blade, but you are nearly legend around here. Care to teach me a few tricks you learned over the years? I can make it worth your while.") not sure what the costs would be like, but it could help.
#27

MechaPilot

May 16, 2015 18:47:41

Lanliss wrote:
(Reply to #26)

Kobalus

Lanliss wrote:
#29

OGRE1984

May 17, 2015 7:55:19

Temples, Guilds, and Noble houses sell magic items in my games. they have the requisite security to prevent easy theft and high profile contacts for ease of sale. 

Theives target the rich, so protection and buyback options exist as well as tracking them down and making examples of them, all cost gold to facilitate.

Evil clerics target rich PC in extortion/protection scams.

Charlatons pop out of the woodwork when loose gold abounds.

NPCs seeking rich patrons for their work. Bards, Artisans, Mages, Alchemists, Adventurers, Etc

Heirloom items. item 'belongs' to a family line of nobles and they expect it returned.

Legal woes/Taxes. local lords are often jealous of their position and power and aim to keep rivals knocked down. [king of france & pope vs. knights templar]

Nobles often expect gifts.

inflated prices, some merchants charge what they think they can get away with.

Charity; Good clerics seeking to redress the wrongs of the world. resorting to public shaming if turned away.

finders fee, taxes,& extra charges associated with what player thought would be simple purchase.

 

 

#30

BRJN

May 17, 2015 12:07:25

OGRE1984 wrote: