Treasure Discussion: AD&D1, D&D3

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Quasqueton

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It started with a curious notion, and it built up from going through one adventure module noting certain things mentally. Then it became actually taking notes on a piece of paper, and comparing between them.

I have made a list of the treasure (gp value, xp value, and magic items) in the iconic adventure series of AD&D1 and D&D3. My first lists come from "The Moathouse" section of The Village of Hommlet/Temple of Elemental Evil and the full Sunless Citadel. At the end of both adventures, the standard party is 3rd level.*

NOTE: This thread will contain spoilers for:
AD&D1's Temple of Elemental Evil, Against the Giants, Descent to the Depths of the Earth, Vault of the Drow, and Queen of the Demonweb Pit.
D&D3's Sunless Citadel, Forge of Fury, Speaker In Dreams, Standing Stones, Heart of Nightfang Spire, Lord of the Iron Fortress, and Bastion of Broken Souls.

Total gp value: This is the total value of items that had a value listed for them in the adventure module (usually coins**, gems, and jewelry). It does not include selling armor, weapons, and equipment taken from fallen foes.

Total xp value: This is the total value of enemies and/or challenges that had a xp value or CR number listed for them in the adventure module. For AD&D1, it includes the standard 1gp = 1xp, but does not include xp for using or selling the magic items.

Total magic treasure: This includes magic items listed as treasure in the module. It does not include non-treasure magic items, like what the captain of the guard in the town might have, or things that might have a magical effect but what can't be taken by the PCs.


* AD&D1 rules and adventures expected a larger party of adventurers*** than the current edition, so I went with 6 PCs: a fighter, paladin, cleric, magic-user, illusionist, and thief.**** D&D3 rules and adventures expect 4 PCs: a fighter, cleric, wizard, rogue. I include this info only because it is sometimes difficult to understand what X,000 xp means without knowing seeing how it actually affects PC levels.

** AD&D1 coinage was 1 gp = 20 sp = 200 cp = 1/5 pp.

*** Some AD&D1 adventures expected/suggested as many as 10 PCs. But I've gone with 6 because: 1- in my experience, with several groups through the years, I've never seen more than 6 PCs in a game; 2- WotC did research in the late 90s to find out what the normal average was for most game groups, and their data showed 4 PCs were the norm. So this makes me think that Gygax and TSR based their "large party" assumption on their personal experiences (like EGG sometimes having upwards of 20 Players at his table at one time) rather than on actual market sample information (which reports say they had none).

**** The various classes in AD&D1 used different xp charts, so I chose 6 different classes to show how they level up at the different rates.

All the ******'s are to try and pre-answer questions that will probably come up from this thread.

Quasqueton
 

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The Moathouse / The Sunless Citadel

Early levels...
AD&D1

Party begins at: (0 xp each)
Fighter 1
Paladin 1
Cleric 1
Magic-User 1
Illusionist 1
Thief 1

The Village of Hommlet - The Moathouse

Total gp value: 30,938 gp

Total xp value: 38,148 xp (not including the xp value of using or selling magic items)

Total magic treasure:
+1 plate mail armor
+1 arrows (x4)
staff of striking
phylactery of action
potion of undead control
scroll of protection from undead
magic-user scroll spells: push, stinking cloud, fly

Party finishes at: (6,358 xp each)
Fighter 3
Paladin 3
Cleric 4
Magic-User 3
Illusionist 3
Thief 4

D&D3

Party begins at: (0 xp each)
Fighter 1
Cleric 1
Wizard 1
Rogue 1

The Sunless Citadel

Total gp value: 2,336

Total xp value: 19,700

Total magic treasure:
+1 morning star
wand of entangle (13 charges)
+1 shatterspike longsword
+1 crossbow bolt (x2)
Night Caller whistle (special)
Quaal's feather token (tree)
everburning torch
everburning candle
divine scroll spells: command, cure light wounds, inflict light wounds, magic stone, faerie fire, entangle, slow poison
arcane scroll spells: mage armor, spider climb, knock, pyrotechnics
potions: fire breath, endure elements (fire), cure light wounds (x4), cat's grace, protection from elements

Party finishes at: (4,925 xp each)
Fighter 3
Cleric 3
Wizard 3
Rogue 3
 
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does this also include the training rules and costs? just curious about your levelling data.

1edADnD limited you to 1 lvl gain until you trained.
newer editions you level as you gain.
 

Diaglo's point about 'training costs' is worth keeping in mind. I remember that those were used in my OAD&D days to keep PC wealth down. Also, it is important to keep in mind that 'magic shops' were nonexistent/discouraged in OAD&D, so PCs could not translate their sacks of gold into new gadgets.

More generally, though, I am not sure what the point of this exercise is. Why do this comparison? The two games are so different in fundamental respects that the comparison looks pointless.
 

Akrasia said:
More generally, though, I am not sure what the point of this exercise is. Why do this comparison? The two games are so different in fundamental respects that the comparison looks pointless.

1) It's fun for some people. Like me.

2) Edition wars never go out of style. Kind of like pants. Ever hear of pants going out of style? Nope!
 

Interesting comparison. Even though it's only +1, the platemail is what I would consider a pretty hefty haul for a low-level party. Unless it's a group of all wizards and rogues. Then it's just a cruel joke.
 

BiggusGeekus said:
2) Edition wars never go out of style. Kind of like pants. Ever hear of pants going out of style? Nope!
One of the first thing my wife does when she arrives home is remove her pants. She hates wearing pants. In fact, she hates the word pants. And yes, I do consider myself a lucky man.

Obligatory on-topic comment so that Quasqueton doesn't kill me: what would make the comparison more meaningful, at least on the 3.x side, is to see how the available loot tracks with the wealth guidelines in the DMG. By the time they finish the Sunless Citadel, would the PCs be wealthier than normal? About average? Less wealthy?

Also, Quas., why are you excluding NPC/monster "material wealth" (armor, gear) from the 3.x lists? Aren't 3.x adventures supposed to take that gear into account when determining treasure values?
 

diaglo said:
does this also include the training rules and costs? just curious about your levelling data.

1edADnD limited you to 1 lvl gain until you trained.
newer editions you level as you gain.

It is really worth pointing out now that although the rule was in AD&D, many people didn't use it, including and especially Gary Gygax.

It is also worth noting that gold was pretty much worthless for anything but XP in AD&D, given the lack of magic shops or anything else worth buying, so it didn't matter, anyway.

Cheers!
 

Just to make this even less useful, I would point out that most of the 1st ed mods I remember didn't really assume that the party would find much of the treasure. I remember in particular balking at running A1 as written because of all the magic treasure, but both times I ran it most of the magic went undiscovered. I have not noticed this near as much in 3rd ed modules, but I have much less experience with those.
 

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