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Treasure in adventure paths
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<blockquote data-quote="OnlineDM" data-source="post: 5559837" data-attributes="member: 90804"><p>It's a lot to take in, but I think it works. My favorite part is the very end, where you state that the adventures will provide suggestions for what the PCs find. Picking treasure is the bane of my existence as a DM. I want to tailor it to the party, but I often forget about doing this in advance, and having some default options in front of me would help.</p><p></p><p>If I'm understanding the default option correctly, the idea is that treasure doesn't really matter. If a PC wants something, they ask for it. If they have enough Prestige, it will be granted to them. Is that correct?</p><p></p><p>If so, I think this will work out okay but certain groups might be a bit perturbed by it. After all, looting the bad guys for treasure is a long-time staple of the game, and this setting just lacks that, at least at heroic tier. Honestly, I find that refreshing, but some players might feel that they're not being rewarded for their deeds. Perhaps the idea that the RHC will give them cooler equipment as they gain Prestige will substitute for the joy of looting monster lairs.</p><p></p><p>Also, some DMs probably won't like the wish list aspect of this. I know that getting the right magic items is a part of character optimization, and if the expectation is that players will have access to whatever they want if they have enough Prestige, the DM might have a harder time saying, "No, you can't have Shadowdance Armor and thus remove the opportunity attack rules for your character." "But I've got the Prestige for a level 5 uncommon!" Naturally the DM can always say that such things don't exist in Risur, but it has the potential to create conflict.</p><p></p><p>In any case, I applaud the alternative approach to treasure - this should help to give ZEITGEIST a "world of its own" feel, which is a good thing in my book.</p></blockquote><p></p>
[QUOTE="OnlineDM, post: 5559837, member: 90804"] It's a lot to take in, but I think it works. My favorite part is the very end, where you state that the adventures will provide suggestions for what the PCs find. Picking treasure is the bane of my existence as a DM. I want to tailor it to the party, but I often forget about doing this in advance, and having some default options in front of me would help. If I'm understanding the default option correctly, the idea is that treasure doesn't really matter. If a PC wants something, they ask for it. If they have enough Prestige, it will be granted to them. Is that correct? If so, I think this will work out okay but certain groups might be a bit perturbed by it. After all, looting the bad guys for treasure is a long-time staple of the game, and this setting just lacks that, at least at heroic tier. Honestly, I find that refreshing, but some players might feel that they're not being rewarded for their deeds. Perhaps the idea that the RHC will give them cooler equipment as they gain Prestige will substitute for the joy of looting monster lairs. Also, some DMs probably won't like the wish list aspect of this. I know that getting the right magic items is a part of character optimization, and if the expectation is that players will have access to whatever they want if they have enough Prestige, the DM might have a harder time saying, "No, you can't have Shadowdance Armor and thus remove the opportunity attack rules for your character." "But I've got the Prestige for a level 5 uncommon!" Naturally the DM can always say that such things don't exist in Risur, but it has the potential to create conflict. In any case, I applaud the alternative approach to treasure - this should help to give ZEITGEIST a "world of its own" feel, which is a good thing in my book. [/QUOTE]
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