Quote:
Originally Posted by Badwe Long story short: this is meant to be a way to adhere to the 4th edition treasure parcels, keeping player power relatively on par, without having to resort to random treasure tables. |
Ah, okay - I see what you're saying now. (It's maybe freaking me out a little bit, I'll have to wrap my head around it).
Yes, dungeon level could/should equal average encounter level. So if you're on the level 1 of the dungeon, and you enter a typical delve or lair, the encounters would range from level 1 to level 4 (easy, standard, hard) just like in the encounter guidelines, and the potential for some level 1 treasure parcels would be there.
I see how stocking everything is problematic - you could over-wealth the group if they clean a level; it's the corollary to the XP problem I've indicated with clearing a level as well. On the other hand, I don't know if treasure should be completely dynamic, either. Maybe employ a similar strategy - stock it up, but once the group has hit their 8-10 parcels, it stops appearing, or treasure gets fractioned as well? The other approach (once they get their first 8-10 parcels, no more monsters have treasure) seems heavy handed - but I guess it works if we assume the stragglers are 'wandering monsters'. And maybe no more heavy-handed than fractioning XP.
Maybe it won't be a problem and my group will be eager to stay on the curve... I guess I'll find out shortly (scheduled to start the sandbox game in Jan).