evilbob
Explorer
continuing the original post
Two more points:
First, I highly recommend starting loot for level 2 to be an n-1 item and n-1 gold, and starting loot for level 3 to be n, n-1, and n-1 gold. This "evens out" the math nicely regardless of which tact you take. This is included in the original post but I wanted to draw it out specifically. For those interested in the percentages, that gives 95.74% for level 2 and 94.30% for level 3. (Yes, those are high, but they're still less than 100% and you don't have much room to work with.) Note that not including the starting 100g is important as this actually makes it worse.
Second, for those interested in the n+2 option for level 9 and above, here is a chart for loot percentages against the DMG guidelines, just for reference.
[sblock]
[/sblock]Again, the levels 2-8 options are really unusable and the total spikes just over 100% at levels 9 and 12. Otherwise, the numbers fall around 92% - 98%, for an average of 95.6%.
The level 29 one is low because there is no n+2 for 29, so I used a level 30 - this took a big hit as you can see, relative to the other numbers. For level 30, I counted n+1 as a 30 but n+2 as two 30s, which brought it back in line. In other words, using this system and starting at level 30 gives you four level 30 items, one level 29, and gold equal to a level 29 item. Seeing as it is level 30 and the game pretty much breaks for everyone at that point, I didn't think anyone would mind.
Edit: And just for Evilhalfling, here's the chart for adding an n-1 item, so you'll know what you're choosing:
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[/sblock]Average for levels 9-30: 76.48%. (Also used a level 30 for n+1 for starting at 30.)
Two more points:
First, I highly recommend starting loot for level 2 to be an n-1 item and n-1 gold, and starting loot for level 3 to be n, n-1, and n-1 gold. This "evens out" the math nicely regardless of which tact you take. This is included in the original post but I wanted to draw it out specifically. For those interested in the percentages, that gives 95.74% for level 2 and 94.30% for level 3. (Yes, those are high, but they're still less than 100% and you don't have much room to work with.) Note that not including the starting 100g is important as this actually makes it worse.
Second, for those interested in the n+2 option for level 9 and above, here is a chart for loot percentages against the DMG guidelines, just for reference.
[sblock]
Code:
str lvl DMG tot %
1 100
2 2760 367.02%
3 3560 195.18%
4 5000 149.52%
5 7080 130.15%
6 9800 118.93%
7 13800 115.00%
8 17800 102.53%
9 25000 100.16%
10 35400 99.89%
11 49000 99.11%
12 69000 101.11%
13 89000 93.64%
14 125000 93.96%
15 177000 95.45%
16 245000 95.91%
17 345000 98.73%
18 445000 92.05%
19 625000 92.81%
20 885000 94.61%
21 1225000 95.30%
22 1725000 98.27%
23 2225000 91.74%
24 3125000 92.58%
25 4425000 94.44%
26 6125000 95.18%
27 8625000 98.17%
28 11125000 95.61%
29 13125000 88.17%
30 17750000 96.28%
The level 29 one is low because there is no n+2 for 29, so I used a level 30 - this took a big hit as you can see, relative to the other numbers. For level 30, I counted n+1 as a 30 but n+2 as two 30s, which brought it back in line. In other words, using this system and starting at level 30 gives you four level 30 items, one level 29, and gold equal to a level 29 item. Seeing as it is level 30 and the game pretty much breaks for everyone at that point, I didn't think anyone would mind.
Edit: And just for Evilhalfling, here's the chart for adding an n-1 item, so you'll know what you're choosing:
[sblock]
Code:
str lvl DMG tot %
1 100
2 2280 303.19%
3 3080 168.86%
4 3880 116.03%
5 5320 97.79%
6 7400 89.81%
7 11400 95.00%
8 15400 88.71%
9 19400 77.72%
10 26600 75.06%
11 37000 74.84%
12 57000 83.53%
13 77000 81.02%
14 97000 72.91%
15 133000 71.72%
16 185000 72.42%
17 285000 81.56%
18 385000 79.64%
19 485000 72.02%
20 665000 71.09%
21 925000 71.96%
22 1425000 81.18%
23 1925000 79.37%
24 2425000 71.84%
25 3325000 70.96%
26 4625000 71.87%
27 7125000 81.10%
28 9625000 82.72%
29 12125000 81.46%
30 14125000 76.62%
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