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Treasure in adventure paths
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<blockquote data-quote="Colmarr" data-source="post: 5580699" data-attributes="member: 59182"><p>As discussed above, I don't think this is how the 4e treasure economy works.</p><p> </p><p>The L+1, L+0, L-1 method is a suggestion for <em>creating</em> a character above level 1. It is not an indication of what a continuing character of that level should have. For example, when a new character joined our game at 9th level, most of the other PCs at least 5 items of wildly differing levels.</p><p> </p><p></p><p>Per level, the standard 4e treasure distribution suggests that a PC will: </p><ul> <li data-xf-list-type="ul">have an 80% chance (4 items per level split between 5 PCs) of receiving 1 item of L+1 to L+4; and</li> <li data-xf-list-type="ul">receive 40% (1/5 of 2) of the gold piece value of an item of L+0.</li> </ul><p>If you're using the randomised Essentials treasure tables, those numbers might change. I assume that WotC made the two systems line up but I've never really checked. </p><p> </p><p>One way of handling a gp-only system would be to add up the average value of the bullet points above, and then give that many gp to each PC per level. It'd probably be easier to do it on a full party basis (L+4, L+3, L+2, L+1 and gp of Lx2) and then divide the total by 5 to arrive at each PC's share. </p><p> </p><p>In an inherent bonuses campaign, the calculation would probably be L+3, L+2 and gp of Lx2 divided by 5.</p><p> </p><p>Of course, if the party is more or less than 5 PCs, you need to account for the extra treasure in accordance with the relevant rules.</p><p> </p><p>You'd then need to redo that calculation every level, because of the exponential progression of item values and in either case, you'd probably need to adjust for the value of any 'plot' items that you include in the adventure path unless they're meaningless in the overall treasure scheme.</p></blockquote><p></p>
[QUOTE="Colmarr, post: 5580699, member: 59182"] As discussed above, I don't think this is how the 4e treasure economy works. The L+1, L+0, L-1 method is a suggestion for [I]creating[/I] a character above level 1. It is not an indication of what a continuing character of that level should have. For example, when a new character joined our game at 9th level, most of the other PCs at least 5 items of wildly differing levels. Per level, the standard 4e treasure distribution suggests that a PC will: [LIST] [*]have an 80% chance (4 items per level split between 5 PCs) of receiving 1 item of L+1 to L+4; and [*]receive 40% (1/5 of 2) of the gold piece value of an item of L+0. [/LIST]If you're using the randomised Essentials treasure tables, those numbers might change. I assume that WotC made the two systems line up but I've never really checked. One way of handling a gp-only system would be to add up the average value of the bullet points above, and then give that many gp to each PC per level. It'd probably be easier to do it on a full party basis (L+4, L+3, L+2, L+1 and gp of Lx2) and then divide the total by 5 to arrive at each PC's share. In an inherent bonuses campaign, the calculation would probably be L+3, L+2 and gp of Lx2 divided by 5. Of course, if the party is more or less than 5 PCs, you need to account for the extra treasure in accordance with the relevant rules. You'd then need to redo that calculation every level, because of the exponential progression of item values and in either case, you'd probably need to adjust for the value of any 'plot' items that you include in the adventure path unless they're meaningless in the overall treasure scheme. [/QUOTE]
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