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3rd Edition too quick? too powerful?
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<blockquote data-quote="Uller" data-source="post: 722806" data-attributes="member: 413"><p>The thing about treasure that I think a lot of people miss is that treasure should be placed into the adventure in an intelligent way by the DM. If the party encounters 12 kobalds (a CR 3 encounter) and you roll on the treasure table the following (I use Jamis Buck's Treasure Generator):</p><p></p><p>100 gp</p><p>Full-plate (1)</p><p>mighty composite longbow (+1 Str bonus) (1)</p><p>throwing axe (1)</p><p></p><p>...those 12 kobalds probably don't have this treasure. Take from it what might be useful to the 12 kobalds (maybe switch the mighty composite longbow with a MW light crossbow or similar).</p><p></p><p>The rest would go into the treasure hoard of whoever is controlling the 12 kobalds(remember...these are evil monsters...the biggest meanest monsters don't let the weaker ones keep much loot). So if they are in a larger lair, put most of the 100gp and the full plate armor in the treasure hoard of the tribe's chief. If the chief works for some greater bad guy (say a dragon), give most of the treasure to the dragon. Leave the 6 kobalds with nothing but a few copper pieces each...which is more realistic.</p><p></p><p>Here is another example: I have planned a small campaign around an evil druid. The druid has working for/with him the following:</p><p></p><p>15 goblins (6 War1, 6 Rog1, 1 War2, 1 War1/Rog1 and 1 War1/Rog2)</p><p>20 evil tribesmen (12 War1, 4 Barb1, 1 Barb2, 1 War2, 1 Adept3, 1 Barb4)</p><p>1 Barghest</p><p></p><p>The first adventure will involve 3 combat encounters:</p><p>1: The Barghest (which will very likely survive)</p><p>2: 6 tribesmen (4 War1, 2 Barb1, 1 War2)</p><p>3: any survivors of the first two encounters + 7 goblins (3 War1, 3 Rog1, 1 War2)</p><p></p><p>For these encounters I generated the following treasure: </p><p>900gp in coins</p><p>603gp in gems</p><p>Breastplate (1)</p><p>Tanglefoot bag (2)</p><p>Acid (6)</p><p>Half-plate (1)</p><p>scroll (arcane)</p><p> - feather fall (l1, cl1)</p><p></p><p>With this treasure, I will use to outfit the important NPCs in this group (the War2 in the second and third encounters) with sensible magic/mw items). The useful items (the tanglefoot bag and the acid) I'll give to some of the weaker NPCs to use in the fight and think of neat ways for them to use it. The scroll will go to the Adept in the human tribe (and traded for something he can use). Whatever is left will end up in the treasure hoards of either tribe or that of the druid. In any event, most of this treasure will not be in the adventure except to be used against the party. The rest, they'll have to find later (if at all).</p><p></p><p>Bottom line: The treasure tables are fine for a guideline...but make the party earn it and place it where it makes the most sense.</p></blockquote><p></p>
[QUOTE="Uller, post: 722806, member: 413"] The thing about treasure that I think a lot of people miss is that treasure should be placed into the adventure in an intelligent way by the DM. If the party encounters 12 kobalds (a CR 3 encounter) and you roll on the treasure table the following (I use Jamis Buck's Treasure Generator): 100 gp Full-plate (1) mighty composite longbow (+1 Str bonus) (1) throwing axe (1) ...those 12 kobalds probably don't have this treasure. Take from it what might be useful to the 12 kobalds (maybe switch the mighty composite longbow with a MW light crossbow or similar). The rest would go into the treasure hoard of whoever is controlling the 12 kobalds(remember...these are evil monsters...the biggest meanest monsters don't let the weaker ones keep much loot). So if they are in a larger lair, put most of the 100gp and the full plate armor in the treasure hoard of the tribe's chief. If the chief works for some greater bad guy (say a dragon), give most of the treasure to the dragon. Leave the 6 kobalds with nothing but a few copper pieces each...which is more realistic. Here is another example: I have planned a small campaign around an evil druid. The druid has working for/with him the following: 15 goblins (6 War1, 6 Rog1, 1 War2, 1 War1/Rog1 and 1 War1/Rog2) 20 evil tribesmen (12 War1, 4 Barb1, 1 Barb2, 1 War2, 1 Adept3, 1 Barb4) 1 Barghest The first adventure will involve 3 combat encounters: 1: The Barghest (which will very likely survive) 2: 6 tribesmen (4 War1, 2 Barb1, 1 War2) 3: any survivors of the first two encounters + 7 goblins (3 War1, 3 Rog1, 1 War2) For these encounters I generated the following treasure: 900gp in coins 603gp in gems Breastplate (1) Tanglefoot bag (2) Acid (6) Half-plate (1) scroll (arcane) - feather fall (l1, cl1) With this treasure, I will use to outfit the important NPCs in this group (the War2 in the second and third encounters) with sensible magic/mw items). The useful items (the tanglefoot bag and the acid) I'll give to some of the weaker NPCs to use in the fight and think of neat ways for them to use it. The scroll will go to the Adept in the human tribe (and traded for something he can use). Whatever is left will end up in the treasure hoards of either tribe or that of the druid. In any event, most of this treasure will not be in the adventure except to be used against the party. The rest, they'll have to find later (if at all). Bottom line: The treasure tables are fine for a guideline...but make the party earn it and place it where it makes the most sense. [/QUOTE]
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