Quote:
Originally Posted by crash_beedo Experience Points and Treasure Parcels
This is a tough one for megadungeon design, and I welcome ideas. Here is the issue: you don't want to over-create your levels, and you also need to assume the players won't uncover everything. How big do you make any given dungeon level so it feels 'large' but you don't create an extra thousand rooms, say? How do you employ the 4E guidelines for parcels and items to ensure the group gets the right wealth per level? |
You give the appropriate treasure to monsters. It's part of the risk-reward thing.
If the encounter is level 4, give it a level 4 treasure parcel. You could roll randomly (hoping things even out over time) or make sure all parcels have been handed out - i.e. you have 10 level 4 encounters, so you can cover all the level 4 treasures.
Mix it up, too: Hide some treasures, make some encounters treasure-poor, some encounters treasure-rich.
If you do this, then the players know that they will get more rewards for punching above their weight.
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