Go Back   EN World D&D / RPG News > D&D 4th Edition Discussion > 4e Fan Creations and House Rules

4e Fan Creations and House Rules Working on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!

 
Share LinkBack Thread Tools Display Modes
Old 24th April 2009, 06:40 PM   #1 (permalink)
Registered User
 
alleynbard's Avatar
 
Join Date: Jan 2004
Location: Reynoldsburg, OH.
Posts: 286
alleynbard Hobgoblin Soldier (Lvl 3)
Adding some variety to treasure parcels

These are the treasure guidelines I use in my current campaign. I recognize the tactics and styles used here may not work for everyone, but I thought some people might be interested.

While I generally use the treasure parcel guidelines found in the DMG, I found I wanted a little more variety in my treasure hoards. I was always fond of what Gygax had to say about treasure in the 1e DMG:

A pair of exceedingly large, powerful, and ferocious ogres have taken up abode in a chamber at the base of a shaft which gives to the land above. From here they raid the upper lands and dungeon hereabouts. These creatures have accumulated over 2,000 gp in wealth, but it is obviously not in a pair of 1,000 gp gems. Rather, they have gathered an assortment of goods whose combined value is well in excess of two thousand gold nobles (the coin of the realm)

It goes on to describe the hoard; detailing coins, boxes, and other goods. This is how I have always perceived the proverbial D&D treasure hoard. So I decided to implement something similar in my games.

Luckily for me, Draconomicon released while I was thinking about the best way to convert my treasure parcels into something more robust. In that book, starting on page 60, a system for dragon hoards was presented. It breaks down treasure parcels into multiple categories (trade goods, art objects, etc.) so that a dragon hoard cannot only seem large, but more diverse as well.

But why should dragons have all the fun? I have taken this system and used it as a guideline for treasure distribution. Not only do I use it in my homebrew adventures but I also convert the treasure from published adventures as well. It works fine in both cases.

As an example, the 10th parcel from the level 5 chart looks like this:

110 gp, or one 100 gp gem + 10 gp, or one potion of healing + 60 gp.

Since this is a 110 gp parcel I can take that total and utilize the guidelines in Draconomicon. Doing so, I get this:

55 gp coins (I usually make a note of where the coins are minted)
A terribly flawed fleck of quartz (worth 11 gp)
A plain silver spoon (worth 5 gp)
Burlap pouch filled with residuum (worth 10 gp)
3 casks of fine ale (worth 6 gp)
2 pounds of darkwood planks (worth 20 gp)
10 pounds of oak planks (worth 1 gp)
2 barrels of grain (worth 2 gp)

Total: 110 gp


Now I didn’t use every category listed in the Draconomicon, and that is okay. My parcels might look different depending on the situation and location. If the adventure takes place in a bandit lair then I might place more trade goods than anything else. An Underdark adventure might see more gems and other exotic items.

Obviously I don’t make these kinds of alterations to magic item parcels. Those parcels remain the same.

This system impacts the players in a number of ways.

First off, it makes the world seem “more real”. These are the kinds of goods you would find all over the realm. You would expect to find these kinds of things in a treasure hoard. Therefore, the treasure parcels become one more tool to help prop up the suspension of disbelief.

It also makes the treasure parcels seem much larger than they actually are. While the parcel above is worth 110 gp, finding it scattered about in the lair of a goblin chieftain creates the sense that the take is more profound. The trade goods might be hidden in a closest, while the silver spoon is on a table covered in food scraps. Finally, the coins, residuum, and crappy gemstone might be located beneath a loose stone in the floor.

In some cases it grants property instead of pure liquid wealth. Characters can become owners of land, ships, and other valuable pieces of property through this system. These are the kinds of things that change campaigns for the good and provide characters with new responsibilities. And, if ownership doesn’t suit the characters, they can always sell their newfound property.

I have also noticed the players treat their wealth much more creatively. They distribute goods to local peasants who might be starving. They trade goods for items at local stores, supporting the sense of a barter economy. The players have even used some of the goods and materials as investments in business. And, of course, some of the material is simply sold.



I suppose, if one was so inclined, you could take all the parcels (that aren’t magic items) for a particular level and total them. Once you have a total you could run it through the dragon hoard “generator”, creating a variety of goods that you could spread throughout an entire series of rooms or dungeon level.

In fact, this is likely how I would handle the treasure in a megadungeon concept for 4e. Eliminate the parcels entirely and sprinkle this diverse wealth throughout a particular level.
alleynbard is offline   Reply With Quote
Old 24th April 2009, 09:20 PM   #2 (permalink)
Registered User
 
Join Date: Jun 2007
Posts: 96
Neubert has disabled Experience Points
I really like that idea, but I have a question:
How is this working in terms of time spent writing it down (by the players)? It is much easier to just write 110 gp on a sheet of paper than all the above.
My players might be inclined to just ask for the price they can sell it for and then write down the value of the goods instead of each separate thing.
Or do you hand out a pre-written paper with the treasure?
Neubert is offline   Reply With Quote
Old 24th April 2009, 09:46 PM   #3 (permalink)
Registered User
 
alleynbard's Avatar
 
Join Date: Jan 2004
Location: Reynoldsburg, OH.
Posts: 286
alleynbard Hobgoblin Soldier (Lvl 3)
Quote:
Originally Posted by Neubert View Post
I really like that idea, but I have a question:
How is this working in terms of time spent writing it down (by the players)? It is much easier to just write 110 gp on a sheet of paper than all the above.
My players might be inclined to just ask for the price they can sell it for and then write down the value of the goods instead of each separate thing.
Or do you hand out a pre-written paper with the treasure?
I let my players write it down and it takes a little longer, but they are rather thorough searchers so they tend to take a long time in treasure collection anyway. I also have a group of rather rabid note takers, so they don't mind. It gives them some grounding in the setting and allows some downtime before they move on.

I guess the story elements it adds has to be balanced by how much your characters would care. I know some groups wouldn't want to deal with that level of detail and that's okay. I can understand. If they are only concerned with the value you could take the middle road of saying "in this room you find a bunch of goods worth about 110 gp." If you think your players wouldn't be interested you would likely want to skip the idea entirely.

As a note, I don't hide the value of the items from my players, but I do reward them if they decide to take a little time when dealing with these items. Commission sales or haggling can net more than the item is actually worth. Research into markets can provide some returns by selling the item in an area that might need the goods. Deeds to property can provide income over the long term with a little attention. Antique coins might be worth more to the right buyer. Items can be gifted to NPCs who might find them appealing and the PCs could gain something valuable in return, either material or ephemeral.

Some goods can be used to start businesses. Can you imagine starting a general store with the items found in a dungeon? PCs could leave someone in charge to man the store while they are away. That income earned could far outweigh the sale of the initial find, so long as the store is managed properly.

The system can be used to provide simply background for campaign or it can open up new avenues of play that players might not have initially thought about. Business ownership, trade deals, and valuable bribes are all things that come from this kind of granularity.

As I said, it may not work for everyone. If you are interested, sit down with your players and see what they think. They might really warm up to the idea.
alleynbard is offline   Reply With Quote


Bookmarks

Tags
draconomicon, hoard, treasure, wealth

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 09:00 PM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.