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Treasures, Rewards and an NPC Party
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<blockquote data-quote="fba827" data-source="post: 5125939" data-attributes="member: 807"><p>yeah, the enemies get built-in bonses that mimic the "default" enhancement bonus progression which is why you don't add the bonus "again" if using magic items with the NPCs.</p><p></p><p>Having said that, come up with two similar lists.</p><p>One list includes the types of weapons/properties/powers that you want the NPCs to have -- and then use those properties/powers as part of the NPC stat block (i.e. as if abilities of the NPCs rather than of the weapons).</p><p>And then make a second (somewhat similar, perhaps similar theme) list of weapons/magic items that you include as their "equipment" that you are comfortable with the PCs getting as physical loot for themselves.</p><p></p><p>Also, if the NPCs have a bunch of potions/consumables/weapons(like a backup longbow or something) that they never got to use (and that you didn't want the PCs to get, for whatever reason) then simply pretend they didn't exist at all. Sure you have 3 fire resistance potions on the list as well as a longbow of dragon slaying +2 but they never pulled out those items nor did you describe them, so no reason to worry about those items floating to the party if they would already get enough other loot.</p><p></p><p>Also note however, that in giving a NPC party appropriate loot of their level as if built like PCs, they'll have 1 magic item above their level, one magic item at thier level, and one magic item below their level, and then some gold to buy other stuff. If the PCs are at the same level, then the loot will be more or less at level (though you'll just hit the issue of too many items when in combination to any loot they already have, rather than too powerful items). In which case you compensate by simply not giving them 'magic loot' for the next several adventures (or at the very least dramatically slowing down the rate of loot)</p></blockquote><p></p>
[QUOTE="fba827, post: 5125939, member: 807"] yeah, the enemies get built-in bonses that mimic the "default" enhancement bonus progression which is why you don't add the bonus "again" if using magic items with the NPCs. Having said that, come up with two similar lists. One list includes the types of weapons/properties/powers that you want the NPCs to have -- and then use those properties/powers as part of the NPC stat block (i.e. as if abilities of the NPCs rather than of the weapons). And then make a second (somewhat similar, perhaps similar theme) list of weapons/magic items that you include as their "equipment" that you are comfortable with the PCs getting as physical loot for themselves. Also, if the NPCs have a bunch of potions/consumables/weapons(like a backup longbow or something) that they never got to use (and that you didn't want the PCs to get, for whatever reason) then simply pretend they didn't exist at all. Sure you have 3 fire resistance potions on the list as well as a longbow of dragon slaying +2 but they never pulled out those items nor did you describe them, so no reason to worry about those items floating to the party if they would already get enough other loot. Also note however, that in giving a NPC party appropriate loot of their level as if built like PCs, they'll have 1 magic item above their level, one magic item at thier level, and one magic item below their level, and then some gold to buy other stuff. If the PCs are at the same level, then the loot will be more or less at level (though you'll just hit the issue of too many items when in combination to any loot they already have, rather than too powerful items). In which case you compensate by simply not giving them 'magic loot' for the next several adventures (or at the very least dramatically slowing down the rate of loot) [/QUOTE]
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