Badwe
First Post
Badwe, maybe I'm not understanding where you're going and will need to wait for the example...
In an old-school throwback model, dungeon level *does* equal encounter level... yes yes, it may seem illogical, but it's part of the players being able to make good choices about their level risk/reward (part of challenging the players).
This may be an issue of nomenclature. You might say that the first floor is assuming a level 1 party, and thus averaged around it. This is not the same as saying "clearing the first floor nets you 1 level". If it did, you would HAVE to create 8-10 encounters averaging level 1. So Floor is not necessarily equal to level, but floor may have an average level.
The parcel example. If your PCs face 10 level 1 encounters, they go up to level 2. At this point, they have many options in this megadungeon but we will classify them generally as either "move on to a placewhere the average level is 2 and do 8-10 more encounters" or "go do 10-12 more level 1 encounters". Now, how much treasure would you give them? In previous editions you would simply roll out from a random table and assume the average works out.
You can't do this in 4th ed because there are no table to roll from. You, as the DM, must choose what each group holds. To come out correct, the players must collect 10 parcels in the course of gaining a level. How do you account for when the players choose to move on to "floor 2" where there are monsters averaging level 2? And what do you do if they stay on floor one to stomp more level 1 groups? What if they do _both_ ?
To give you an example of my solution. Let's say your dungeon is limited in scope, and is only meant to handle levels 1 and 2. You can extrapolate this example to as many levels as you want. So, of the 10 first level parcels, and of the 10 second level parcels, 2 of them call for a level 3 magic item. Where do you put these 2? What happens if the PCs skip one of the encounters? Now they're underpowered. What if you put 3 level 3 items in the dungeon assuming they'll miss 1 and they end up clearing the whole place. Now they're overpowered. Instead, let's assume you create some amount of encounters in this dungeon worthy of a level 3 magic item. The first one they defeat, they get the first item on your list. When they defeat another, they get the other. If they do anymore, they get nothing, or a small amount of gold to keep the idea of a reward present.
Long story short: this is meant to be a way to adhere to the 4th edition treasure parcels, keeping player power relatively on par, without having to resort to random treasure tables.