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Running Commentary on Rel's 4e Campaign (Complete 8/2/10)
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<blockquote data-quote="Rel" data-source="post: 4723431" data-attributes="member: 99"><p>Actually I was reading another thread and there IS another bit of mechanics that this last session brought to mind: Treasure Parcels. I don't really use them.</p><p></p><p>As part of my "game-think" each week I rotate through a variety of topics. Plot, Character Goals, Encounters, PC Abilities, Treasure. Probably a few others.</p><p></p><p>When I get around to "Treasure" I do a rundown of when was the last time they got some cash, how much cash in general do they have and is it enough for them to do the kinds of things I want them to be able to do. So far this campaign the PC's have stayed pretty poor. That's fine since they haven't needed to buy a whole lot of stuff but I am mindful that they could use a bit more in the way of monetary awards.</p><p></p><p>Magic Items are similar. I have a general idea of how much gear I want them to have at different points in the game. I don't do "wish lists" but I'm pretty tuned in to the sorts of items that would be useful for the different PC's. In past (non 4e) campaigns I would mostly think to myself, "Well the fighter needs a new sword. So I should make sure that they run into a bad guy with that kind of sword soon." I'm pretty big on the bad guys using whatever resources they have available to fight the PC's.</p><p></p><p>4e has moved away from this idea and so have I. But not necessarily for the same reasons. The big departure here is that I have items "spontaneously enchant" in my game now. The sword you critted the dragon with might end up as a "Dragonslayer" sword after the battle. The second thing that makes me worry less about magical treasure is how much easier magic item crafting is, with it being a single ritual* rather than multiple feats. And the third thing that makes me not worry about them having to fight a bad guy with the sword the fighter wants is situations like that with King Klo. He gave them items, each appropriate to the PC in question, as rewards. I haven't done that a lot historically so I'm trying to add that in a bit more. I've already had one patron screw them over (Harrix) and I don't want to make that too much of a habit.</p><p></p><p>*I modified the base rules for the Enchant Magic Item ritual in a couple ways. The biggie is that it costs 150% of normal cost to enchant a given magic item. BUT you can also find a ritual specific to a certain magic item that makes that particular item cost 75% of normal cost. Finally I also include ritual ingredients that might modify this cost. For example they might find a chunk of "starsteel" that can be used as Alchemical Reagents worth 300gp. But if used to create a magic weapon or armor that is mostly metal then it might be worth double that toward those costs.</p></blockquote><p></p>
[QUOTE="Rel, post: 4723431, member: 99"] Actually I was reading another thread and there IS another bit of mechanics that this last session brought to mind: Treasure Parcels. I don't really use them. As part of my "game-think" each week I rotate through a variety of topics. Plot, Character Goals, Encounters, PC Abilities, Treasure. Probably a few others. When I get around to "Treasure" I do a rundown of when was the last time they got some cash, how much cash in general do they have and is it enough for them to do the kinds of things I want them to be able to do. So far this campaign the PC's have stayed pretty poor. That's fine since they haven't needed to buy a whole lot of stuff but I am mindful that they could use a bit more in the way of monetary awards. Magic Items are similar. I have a general idea of how much gear I want them to have at different points in the game. I don't do "wish lists" but I'm pretty tuned in to the sorts of items that would be useful for the different PC's. In past (non 4e) campaigns I would mostly think to myself, "Well the fighter needs a new sword. So I should make sure that they run into a bad guy with that kind of sword soon." I'm pretty big on the bad guys using whatever resources they have available to fight the PC's. 4e has moved away from this idea and so have I. But not necessarily for the same reasons. The big departure here is that I have items "spontaneously enchant" in my game now. The sword you critted the dragon with might end up as a "Dragonslayer" sword after the battle. The second thing that makes me worry less about magical treasure is how much easier magic item crafting is, with it being a single ritual* rather than multiple feats. And the third thing that makes me not worry about them having to fight a bad guy with the sword the fighter wants is situations like that with King Klo. He gave them items, each appropriate to the PC in question, as rewards. I haven't done that a lot historically so I'm trying to add that in a bit more. I've already had one patron screw them over (Harrix) and I don't want to make that too much of a habit. *I modified the base rules for the Enchant Magic Item ritual in a couple ways. The biggie is that it costs 150% of normal cost to enchant a given magic item. BUT you can also find a ritual specific to a certain magic item that makes that particular item cost 75% of normal cost. Finally I also include ritual ingredients that might modify this cost. For example they might find a chunk of "starsteel" that can be used as Alchemical Reagents worth 300gp. But if used to create a magic weapon or armor that is mostly metal then it might be worth double that toward those costs. [/QUOTE]
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