Proposal: Time Gold

garyh

First Post
Thinking about this a bit more, here's a comparison...

Hrav is level 4. If he was made at level 4 to start, he'd have items of levels 5, 4, and 3, and the GP of a level 3 item (680 GP).

He, in fact, has items of levels 5 and 4, and 381 GP. So, converting that missing level 3 recommended item to gold, he should have 5 and 4, and 1,360 GP, and is short 979 GP.

If he was awarded the Time XP GP amount LS calculated, 1,143 GP, he'd have items 5 and 4, and 1,524 GP.

That actually works out REALLY close to the recommended amount of treasure!
 

log in or register to remove this ad

Moon_Goddess

Have I really been on this site for over 20 years!
That did come out good, so good that we better not attempt to tweak it for fear of messing up.


Still kind of scares me that the most powerful being in Dauton is a bugbear.
 

TwoHeadsBarking

First Post
Oh, I just realized that what I calculated was the expected wealth gain from one level to the next, not total wealth. So on average a 3rd level character would have 1824 gp worth of assets.
 

Goumindong

First Post
It might be easier to simply acquire wealth equal to the difference of your current wealth to that of your expected wealth once or twice per level at the players choosing.

That way players don't have to worry about being left out of treasure parcels and DM's don't have to worry as much about the individual wealth levels.

Alternately, you could ditch DM loot all together and simply allocate each player a number of treasure parcels per level with set values. Then, any time the DM has an encounter with parcels he simply allows players to choose from their list. This would make it much easier to plan items and might lead to a bit of homogeny, but otherwise solves the rest of the issues.
 

stonegod

Spawn of Khyber/LEB Judge
Neither of these options address the issue of time based rewards: While the XP the DM planned to give is fixed, time varies (it may take 1 or 3 months). Spending DM points also causes this level/treasure disparity.
 

Goumindong

First Post
Neither of these options address the issue of time based rewards: While the XP the DM planned to give is fixed, time varies (it may take 1 or 3 months). Spending DM points also causes this level/treasure disparity.


How so? The main problem is that there is a difference between experience and item wealth when leveling comes from methods other than DM granted experience.

The problem with a flat reward is that it is required over the course of a level that some people gain more wealth than others, DM's would have to know the wealth levels of all players across their campaigns in order to fix this with a flat mechanic, more work for the DMs.

So why not simply let the player bridge the distance between what they have and what they ought to have? How does that not address the situation?
 


Lord Sessadore

Explorer
The time gold reward wouldn't need any fiddling by DMs - that's the point. When you give your characters time XP, you look at the time gold table and give them extra gold comensurate to that. We're not expecting DMs to roll the time gold into their adventure loot (though doing so is fine, in my opinion); it just happens automatically. The point is to take that consideration off the mind of the DM.

Also, this flat gold bonus is to be calculated in such a way that it accounts for the character's level. You look at the character's level, how many calendar months of play you're rewarding them for, do one multiplication, and you're done. No fiddling, and no extra work for the players trying to come up with appropriate treasure parcels, which would need to be approved by either the DM or the judge or both, creating more work for them.
 

covaithe

Explorer
This also has the benefit that if someone wanted to run a published adventure, the treasure provided (based on encounters and quest awards and such) is likely to be right. Or at least much closer to right, rather than requiring significant adjustment for L4W. So that's nice.
 

Goumindong

First Post
The time gold reward wouldn't need any fiddling by DMs - that's the point.


But it would, because over the course of most adventures players do not receive wealth in a straight line based on experience gained in the adventure. It varies.

Over the course of level 1 a party of 5 would expect to gain a level 5 item a level 4 item a level 3 item a level 2 item an enough gold and other treasure to but a level 1 item. But that is only 4 items and gold is usually split. So now you run an adventure that takes players from level 1 to level 2.

One player has a level 5 item, one player has a level 2 item, one player has a level 3 item, one player has a level 2 item and each player have 1/5th a lvl 1 item in gold.

If each one receives a set amount of gold for their time experience then most of the group is left in the cold compared to the rest. The 5,4,3,2,gold distribution works just fine when its for a single campaign, since a single campaign typically has a DM work the same characters over the course of the adventure. But in a persistent world that does not work. When handing out treasure, instead of simply thinking about what his players might need or want, he would have to also figure their current item wealth.

This is compounded as those players enter the next DMs adventure and each have advanced some time between those two games. E.G. lets say they gain a full level from 2 to 3 in the interim.

Now the wealth levels are as above but each one has the "average difference" in wealth between a level 2 and level 3 character. The characters who got weaker items or gold are simply screwed.

This is why i say that it might be easier to simply have players choose their items[or gold] and have the DM's give out "parcels" and players would choose which n+ item they would be getting each level. If you don't gain an item or cash before the end of a level gained by time you simply choose when you level up. Character judges at each level up can verify proper item level[players would have to keep a strict accounting of wealth in this instance however to ensure that no one cheats. In each 5 level span you would choose one of each category, either an item or cash with final accounting happening every 5 levels]

E.G. Bobby the human fighter progresses from level 1 to 5

At level 2 he has not received an item from a DM yet and so choose an item at lvl +1[a lvl 2 item]. He plays in the next game and levels to 4, but the DM awards him 2 parcels, he choses a lvl+4 and a lvl+3 item[two lvl 6 items], he then levels to 5 without getting another parcel and must choose cash or items equal to a level + 0 item[lvl 4 item worth of cash]

This has downsides in that players may be less likely to share their wealth, and low level consumables may be important to survivability, but it certainly solves the major issues of item wealth disparity, and removes the difficulty of choosing items for players from DM's.[unless Dm's don't choose items for players at the moment and i am wrong in that assumption]
 

Remove ads

Top