Microtransactions (5e Variant Rule)
Microtransactions[edit]
What game of D&D would be complete without microtransactions? The greatest practice to ever come to video games is also great for D&D, for the "betterment of all". The DM may offer prices for various in-game services. Feel free to charge for sessions still; can't have players scamming you out of your hard-earned money after all.
- Pre-Release Advantage
During character creation, a player may pay the DM $15 to increase one of their ability scores by 1, and they can pay an additional $30 to let the chosen ability score be increased to a maximum of 30 instead of 20 when they gain an Ability Score Improvement. Additionally, they may pay the DM $30 to gain proficiency in a skill, weapon, or tool, or $50 to gain proficiency in a saving throw.
- Loot Boxes
Magic items may also be granted during character creation or during the campaign. These items will spawn from nothing and suddenly appear in front of the adventurer for maximum immersion. The player may choose a single item they want, and the DM chooses 19 items of a lower rarity, assigning each item a number between 1 and 20 and rolling a d20 to determine which item the player gains. Choosing a Common magic item costs $10, choosing an Uncommon magic item costs $20, choosing a Rare magic item costs $40, choosing a Very Rare magic item costs $60, and choosing a Legendary magic item costs $100.
- Pay to Win
During the game, players can pay to alter their rolls and situation in general. They may pay to regain a spell slot, costing $5 times the spell slot's level. They can increase the result of one of their die rolls by one for every $2 spent. They can decrease the result of another creature's die roll by one for every $2 spent. They can spend money to regain 1 hit point for every $1 spent.
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