[RPG] n issue with simplifying wealth rewards like this

dnd-5etreasure

I've been playing for some years now, and with nearly all of my groups, keeping track of resources is always a hassle. To make things efficient, we basically eliminated all the multiple wealth levels and condensed into gold and gems.

A character gets 50cp, 11sp, 2g, a bracelet worth 25g, and a 50g diamond.

What my players write in their joint Bag of Holding inventory sheet is 27g + 50g (Gems). We eliminate the copper and silver right away, merge gold and jewelry, and don't bother having to go to vendors in towns to haggle bracelets for gold, or gems, or whatever else. The gems are kept separately because they're a compact way to transport large amounts of value, and because they're common reagents (looking at you, Revivify! If a player is looking for specific gems as reagents, then those go to that character's specific sheet).

Anyway, all these ways of tracking treasure, we need to simplify them. It's hard for my players to keep track of ammunition, charges in magical items, rations/water (which we've already reduced as well, food is bought in units of rations), and a bunch of different units of treasure.

Is there any issues that can arise from simplifying the wealth rewards system like this?

Best Answer

I've noticed a couple of very small ways this approach influences the game, but they haven't been very significant. Your mileage may vary

I've played out both the "stuff is stuff, and if you want money you have to sell it" and "stuff is just money, so selling it is just fluff". I have picked up on a couple of changes that the latter imposes over the former, but whether or not they cause any issues is far more about how your games have been structured around these details. The headline answer is it can make a difference if you're playing with encumbrance or have worked the objects into the plot or setting, otherwise not so much.

In no particular order:

  1. Items-as-money is quick and easy, and requires less clutter on a character sheet. This has generally been a bonus for my players, and in the game in which I'm currently a player we've given most of this task over to a "quartermaster" PC anyways (he has the Bag of Holding). On a player preference basis, this one could go either way.

  2. Items-as-money tends to really highlight when a quest reward doesn't have more to it than just a cash value. If you get "a collection of statuettes and fine dining ware worth 250 gold" it's pretty clear that it's just stuff to be converted into cash. When you instead get a bunch of things with no price tags I've noticed a bit more effort to examine each individual object. Also, when some items come with cash values and others specifically don't it's easier to identify which items are plot-relevant. This can be more immersive, but can also be a pointless hassle.

  3. Sometimes there is some adventure in selling things. I've had characters who wound up with something valuable but difficult to liquidate, and these can be great opportunities to establish plot points, develop NPCs, or get some value out of traits like Thieves' Cant or a criminal or merchant background. But you can still do this with specific items, even if most are immediately reduced to money.

  4. Keeping treasure as treasure objects can also bind players to a specific location-- if the only fence they know is in Baldur's Gate, they may have to return there periodically to sell things. Depending on a specific game this may or may not be a benefit. It's also a good reason to get players back to a place where plot events may happen, though far from the only one. I've never relied on it to get PCs where they need to be, and I've never had an issue doing so. At least, never an issue that treasure objects seems like they would have solved.

  5. It's not necessarily fun to have to go through the motions of selling things every time you come across a minor treasure hoard. That often gets streamlined down to "I'd like to sell this stuff" --> "you find an appropriate merchant and sell it for roughly its face value". If that's all the process is, it's only worth including if players specifically enjoy it or else it's just a time sink. I've gotten a bit extra out of it with haggling for a better price, but it's never made a material difference for me.

  6. You often can't do much with the items. If you're playing with encumbrance rules this can be a problem for PCs, especially when they have to choose to leave some things behind. But in my experience this gets mitigated at players' earliest opportunities: stopovers in places where you can sell stuff become more routine, and magic items that help them haul stuff become high priorities. But at the same time...

  7. The game mechanically defines many treasure reward objects only by their cash value. They don't have characteristics that could make them relevant in other ways, such as weight, quality, style, etc. Unless you want to do some extra design work they're just pre-money anyways. The game itself generally doesn't treat these objects as meaningfully different from money and so there isn't much to unbalance by leaning into that.