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*TTRPGs General
20th level: the normal numbers
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<blockquote data-quote="Elrith" data-source="post: 3393659" data-attributes="member: 2103"><p><strong>Cooler Items earlier</strong></p><p></p><p>As a DM, I tend to avoid a lockstep approach to magic items and other rewards. Therefore, I generally give big boons infrequently rather than small bit of treasure randomly. This is in part because I focus more on story than looting and also find a +1 sword terribly boring. Giving a PC a +2 shocking sword with a name and background is a lot cooler--I just don't give them alot of swag until it all balances out. This means I have to do some work with CRs, but I also tend towards the extremes of the CR scale (common guards will always be lower level, so they can be dropped in one, two hits to keep the action going, where as major encounters are high in the CR threshold so players really have to work their abilities). </p><p></p><p>For example, in my current campaign the players were just about sixth level and heading off to a lost island to stop the bad guy's big plan. I knew this would be a longish adventure process, with them fighting a rather desperate battle against their foes, with few logical points for them to collect treasure. So I gave them, as a reward from the groups they've saved adn worked for leading up to this, the treasure alotment for a ninth level party...Which is were they will be when their done and back in civilization. </p><p></p><p>I usually do the math every four levels, and if their is inequities, I'll find a way, in story, to boost PC wealth.</p></blockquote><p></p>
[QUOTE="Elrith, post: 3393659, member: 2103"] [b]Cooler Items earlier[/b] As a DM, I tend to avoid a lockstep approach to magic items and other rewards. Therefore, I generally give big boons infrequently rather than small bit of treasure randomly. This is in part because I focus more on story than looting and also find a +1 sword terribly boring. Giving a PC a +2 shocking sword with a name and background is a lot cooler--I just don't give them alot of swag until it all balances out. This means I have to do some work with CRs, but I also tend towards the extremes of the CR scale (common guards will always be lower level, so they can be dropped in one, two hits to keep the action going, where as major encounters are high in the CR threshold so players really have to work their abilities). For example, in my current campaign the players were just about sixth level and heading off to a lost island to stop the bad guy's big plan. I knew this would be a longish adventure process, with them fighting a rather desperate battle against their foes, with few logical points for them to collect treasure. So I gave them, as a reward from the groups they've saved adn worked for leading up to this, the treasure alotment for a ninth level party...Which is were they will be when their done and back in civilization. I usually do the math every four levels, and if their is inequities, I'll find a way, in story, to boost PC wealth. [/QUOTE]
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20th level: the normal numbers
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