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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E Essentials: Dungeon Masters's Kit in Hand
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5322034" data-attributes="member: 5143"><p>That's not it at all. I found that handing out treasure parcels was the absolute hardest part of DMing. I'd prefer a table to further randomize WHICH magic items I hand out.</p><p></p><p>I just find it a lot easier as a DM to say "Oh...right, I need treasure at the end of this encounter....Ummm,...(roll), you find 294 gp and a 500 gp gem" than it is to plan everything out in advance.</p><p></p><p>That's why I was one of the people in the audience when they announced random treasure generation who was clapping.</p><p></p><p>Randomness can work in a game and still have balance. The key is not to make it TOO random. For instance, if you use the random treasure generator and one group ends up with 244,235 gp and another group ends up with 243,146 gp, the difference is so small as to barely affect the game. If there is too much randomness, however, then it causes problems.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5322034, member: 5143"] That's not it at all. I found that handing out treasure parcels was the absolute hardest part of DMing. I'd prefer a table to further randomize WHICH magic items I hand out. I just find it a lot easier as a DM to say "Oh...right, I need treasure at the end of this encounter....Ummm,...(roll), you find 294 gp and a 500 gp gem" than it is to plan everything out in advance. That's why I was one of the people in the audience when they announced random treasure generation who was clapping. Randomness can work in a game and still have balance. The key is not to make it TOO random. For instance, if you use the random treasure generator and one group ends up with 244,235 gp and another group ends up with 243,146 gp, the difference is so small as to barely affect the game. If there is too much randomness, however, then it causes problems. [/QUOTE]
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