Monthly Archives: May 2015

In fifth-edition D&D, what is gold for? The limited magic-market campaign

The easiest outlet for wealth comes from trade in magic items. However, for reasons that I spelled out in “Dungeons & Dragons stopped giving XP for gold, but the insane economy remains,” fifth-edition Dungeons and Dragons lacks the free magic economy of fourth edition.

Even without an open market, your campaign can still allow some trade. A limited, magical marketplace empowers players to purchase magic you select, so the market avoids the drawbacks of granting total access. This campaign style keeps magic items rare and extraordinary, like works of fine art. A market for magic exists, but buyers and sellers connect by rumor, personal connections, and agents.

In most campaigns, D&D players seek rumors and patrons for the jobs that lead to adventure. In a limited-market campaign, PCs extend their network to find contacts with magic for sale. Perhaps a merchant knows a noble family on hard times, or a temple gained a magic sword from a benefactor. In this model, some items still come from monsters in the cellar, but as many come from willing sellers.

Creating the market campaign

In the market campaign, you, as DM, reduce the number of permanent magic items available in treasure hoards, and then enable players to purchase a similar number of items.

What items become available for sale? Unlike fourth edition, which encouraged players to shop for items in the Player’s Handbook, characters shop in the game world. Contacts offer selections of items for sale. This gives DMs the authority to choose which items enter their game. Players gain a choice over the magic they buy. In a baseline 5E game, unless you take player requests for the items that might coincidentally appear in a horde, players have no choice in the magic their characters get. In a market campaign, you can gather magic want lists from the players in game. Just have a dealer in magical curiosities ask the PCs what sort of items might interest them.

The reduction in magic available in hoards means that adventuring parties may need to divide treasure differently. Players who do not claim magical treasure should get a bigger share of the gold. They will need the cash to buy their own magic.

If you prefer not to spend game sessions letting PCs ask NPCs about magic for sale, you can allow PCs to spend downtime locating items for sale. Let the players spend 10 days of downtime and then make an Intelligence (Investigation) check to give a sense of the number and rarity of items available for sale. The player can suggest the sorts of items they want, but you decide exactly what items become available and at what price.

Regardless of the way the PCs locate magic for sale, some of the items should cost more than they can pay right away.

You can add some adventure to the magic-item market by creating transactions more colorful than a simple sale. For example, PCs could spend gold to pay craftsmen or enchanters to repair a broken item, or they could be contacted be thieves offering to steal an item from someone who the players cannot rob themselves. Perhaps the most interesting transactions double as adventure hooks. For example, players could discover chances to make these deals:

  • Buy a map showing the location of an item.
  • Pay sages or diviners to find the location of a lost, legendary item that the players can retrieve.
  • Pay miners or laborers to excavate the buried entrance of a site housing a legendary item.

All of these lead PCs to more adventure while giving players interesting ways to spend. Especially with deals that include hooks, dangle the opportunity well before the players have enough gold, so you can weigh interest and prepare as needed. The players must feel free to pass on any deal.

How much do the items cost?

When game designers price magic items, they need to consider relative power and the game’s economy. That’s hard. As a DM, when you price magic items, it is easy. Remember that you ordinarily give players magic for free.

spell_compendiumTo price magic items, use your position as DM to keep track of how much gold the players have. Estimate the amount of gold the PCs could win in their next adventures. Then set prices for the items you’re willing to allow based on the PCs’ wealth. If you want to gain a better sense of the relative value of items, check some of your old, third-edition books containing lists and prices of magic items. New copies of the Premium 3.5 Edition Dungeons & Dragons Magic Item Compendium remain available for about $30. The exact 3E prices do not apply to 5E, but the values give a sense of the relative prices of similar gear.

Advantages

The magical economy adds fun because every player happily spends gold on magic. Castles and titles and ships only appeal to a few, but everyone loves a new magic item. Dungeon masters can use the economy to lure players to adventure.

Disadvantage

Creating a magical economy demands creativity and preparation that you might want to devote to other aspects of the game. Some players may see commerce as an unwelcome distraction from dispensing justice and such.

Next: In fifth-edition D&D, what is gold for? The game within a game

In fifth-edition D&D, what is gold for? Three principles of granting gold

The early play style of Dungeons and Dragons led to a tradition of awarding player characters more treasure than they could spend. This tradition carries into fifth edition.

Fill with healing potions. Win D&D!

1. Fill with healing potions. 2. Win D&D!

In 5E, what can high-level player-characters spend their wealth on? Mundane gear? After a few levels, PCs can afford all that they can carry. Permanent magic items? This edition lacks a magic-item economy. Healing potions? PCs can stock up on healing potions, but as PCs rise in level, the action to drink stops justifying the proportionally smaller gains in HP. (Healing potions could break the game if gnome tinkers simply invented the CamelBak pack. I think gnomes want to thin the ranks of adventurers to create a fitter breed.)

In most fifth-edition campaigns, the PCs’ wealth will probably remain on character sheets, an unspent score of success. However, campaigns grow better when players eagerly hunt for gold that they can spend enriching their characters or advancing their goals.

To make gold awards enhance your game, I recommend awarding treasure in accord with three principles:

Players should be able to anticipate exciting ways to spend their gold. Countless video games, from Diablo to Plants Vs. Zombies give players a way to spend coins on enhancements and buffs. Typically, these games offer items for sale before you can afford them. These rewards lure you to keep playing to gain that next prize, even when you should be eating or sleeping. Likewise, in a D&D campaign, players need to see things they could purchase before they can afford them.

Treasure, and the pursuit of treasure, should lead players to make choices. Compared to books and movies, role-playing games hold one big advantage: game players can make decisions. At a minimum, players choose how to spend their loot. In some games, the pursuit of treasure can factor into strategy. When early dungeon crawlers found a way to a lower level, they could choose that path to more treasure and more danger.

Players should understand how their choices will affect the game. For a choice to be interesting, players must expect the options to lead to different outcomes. Interesting decisions demand more than guesswork, so players must see how their options lead in different directions. When players choose to buy magic items, their choices bring clear differences. Other expenditures could affect a game within the game, as when the Blackmoor players spent treasure to fund armies.

In my next few posts, I will suggest ways to put these principles into play with a few campaign styles: the limited magic-market campaign, the cash-poor, big-score campaign, and the game within the game. Although I’ll explore the styles separately, you can combine strategies from all three in your game.

Next: In fifth-edition D&D, what is gold for? The limited magic-market campaign

What is the typical amount of treasure awarded in a fifth-edition Dungeons & Dragons campaign?

The fifth-edition Dungeon Master’s Guide advises dungeon masters, “You can hand out as much or as little treasure as you want.” The new Dungeons & Dragons game offers DMs the freedom to create a gritty, low-magic campaign without any “intrinsic bonuses” that fix the math. It allows legendary campaigns where parties fly like superheroes and challenge the gods. All good, but most of us want a campaign that feels like D&D. Most will seek a middle path.

lossy-page1-399px-Dokumentation,_utställningen_'Silver_och_smycken_till_vardag_och_fest'_år_2006_-_Hallwylska_museet_-_85820.tifFor this baseline, the DMG lists random treasure hoards and suggests how many hoards to award through a tier of adventure.

Obviously, you can award treasure without rolling a random hoard. I suspect most DMs prefer to imagine their own treasure parcels and to award them as they see fit. In this post, I unpack the random hoards and find the middle path behind the random tables. If you skip the hoards, but aim to match the typical treasure awards, this post provides the targets that the DMG lacks.

Q: How many treasure hoards will the PCs win?

The DMG offers this guideline: “Over the course of a typical campaign, a party finds treasure hoards amounting to seven rolls on the Challenge 0-4 table, eighteen tolls on the Challenge 5-10 table, twelve rolls on the Challenge 11-16 table, and eight rolls on the Challenge 17+ table.” (p.133)

Q: How many encounters must a PC complete to level?

At levels 1 and 2, PCs will typically complete 6 medium-difficulty encounters to gain a level.

At level 3, PCs will typically complete 12 medium-difficulty encounters to gain a level.

From level 4 to 9, PCs will typically complete 15 medium-difficulty encounters to gain a level.

From level 10 to 19, PCs will typically complete 10 medium-difficulty encounters to gain a level.

In any case, each hard encounter counts for about 1½ medium encounters. In actual play, the numbers will vary. For instance, many DMs award experience for non-combat challenges.

Throughout all tiers of play, PCs will collect 1 treasure hoard per 5 medium encounters. If you typically finish 5 encounters per play session, players get 1 hoard per session.

Q: How much gold will PCs gain over their career?

The following table shows the wealth a party will gain over their career, to be divided among the PCs. The hoard values come from averages calculated at blog of holding and Dreams in the Lich House. The value of a hoard at a tier tends to be 10 times the value of the prior tier. This fits with D&D’s tradition of steep increases in treasure. See “Why D&D characters get tons of gold and nowhere to spend it.” All treasure values are in gold pieces.

Level Hoards at level Encounters
at level
Hoard value Gold at level Cumulative gold at start
1 1 6 376 376 0
2 1 6 376 376 376
3 2 12 376 752 751
4 3 15 376 1,128 1,504
5 3 15 4,545 13,635 2,632
6 3 15 4,545 13,635 16,267
7 3 15 4,545 13,635 29,902
8 3 15 4,545 13,635 43,537
9 3 15 4,545 13,635 57,172
10 3 17 4,545 13,635 70,807
11 2 10 36,200 72,400 84,442
12 2 10 36,200 72,400 156,842
13 2 10 36,200 72,400 229,242
14 2 10 36,200 72,400 301,642
15 2 10 36,200 72,400 374,042
16 2 10 36,200 72,400 446,442
17 2 10 336,025 672,050 518,842
18 2 10 336,025 672,050 1,190,892
19 2 10 336,025 672,050 1,862,942
20 2 336,025 672,050 2,534,992
Wealth at end of career: 3,207,042

Unlike Third- and fourth-edition, this edition offers no obvious outlet for the PCs’ wealth at higher levels. Earlier editions empowered PCs to buy magic items. PCs spent their gold on equipment that enhanced their power. The DMGs showed the wealth that PCs required to beat the monsters. Too much gold meant that PCs romped through dungeons, dropping monsters like pinatas; too little meant total-party kills. The new game sets no such requirements.

Q: How many magic items will each PC gain?

This table shows the magic items each member of a party of 4 will gain when they
score the typical number of treasure hoards. To keep pace, parties with more than 4
PCs will need to gain magic items from other sources such as more hoards, fallen enemies,
or a magic item market.

Level Consumable items Permanent items
1 1 common 1st uncommon
2 1 common
3 1 common
4 1 common
5 1 common 2nd uncommon or a 1st rare
6 1 uncommon
7 1 uncommon
8 1 uncommon 1st rare or 2nd uncommon
9 1 uncommon
10 1 uncommon
11 1 rare 2nd rare or a 1st very rare
12 1 rare
13 1 rare
14 1 rare 1st very rare or a 2nd rare
15 1 rare
16 1 very rare
17 1 very rare 1st legendary
18 1 very rare
19 1 very rare
20 1 legendary

Update: Andy Pearlman presents an exhaustive analysis of the treasure tables in this post on Magic and the Math of 5E. He concludes that PCs will claim about 5 items over the course of their career rather than the 6 listed in my table. Also, his analysis shows that +3 and other legendary items start trickling into the PCs’ hands at level 11.

This table only shows the magic PCs gain in a typical game, not the magic they require. In earlier editions of Dungeons & Dragons, higher-level characters required magic items that increased accuracy, which is a character’s chance of hitting. Without these accuracy enhancements, a PC could hardly hit, only flail away, hoping for a natural 20. In fifth edition, PCs can hit without magical accuracy bonuses, so they do not require magic just to play. Obviously, magic items still make PCs more powerful, but at any level, a PC without magic can contribute.

Next: In fifth-edition D&D, what is gold for? Three principles of granting gold