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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Advice on Magic Item Compendium for 3.5
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<blockquote data-quote="wlmartin" data-source="post: 6228249" data-attributes="member: 6679380"><p>Pretty much the same example</p><p>I have run various different loot and treasure generators as well as my own tests with the DMG, all come out to be about the same as the expected treasure per encounter... </p><p></p><p>One thing I forgot to mention, my group is 7 players. I have built an encounter with an EL to account for this, so this shouldn't matter. </p><p></p><p>Also, when i did the calculation factoring in a 50% resale value of items, i came out with about 109%</p><p></p><p>The only thing that came to mind was I only did the sum over 1 level (6th) and i didnt calculate outside of that, perhaps 6th is an unusual one</p><p></p><p></p><p>One of the things i love abour pre 4e editions of D&D is the random treasure tables.</p><p>I don't like cherry picking out items for players, it feels forced and gamey and takes away from "my" imersion (yes, us DMs get to play the "I want an immersive experience" card too)</p><p></p><p>There is something fun about a treasure chest or loot from a dead monster that is completely random.</p><p>The guy was holding a normal mundane sword but had 2 scrolls of grease on him, how unusual but how interesting!</p><p></p><p>The idea of having randomn items also brings in random experiences for my players, who knows if they will use that random invis potion they found and how?</p><p></p><p></p><p>I suppose, at worst I could always mix it up a bit. Keep a running tally of the wealth of items the group gets and if it starts to look like I am going to overshoot or even go under the loot over a few encounters then kick it into gear</p><p></p><p>I have some ideas, just wondered if anyone had seen this before and figured out ways to deal with it</p></blockquote><p></p>
[QUOTE="wlmartin, post: 6228249, member: 6679380"] Pretty much the same example I have run various different loot and treasure generators as well as my own tests with the DMG, all come out to be about the same as the expected treasure per encounter... One thing I forgot to mention, my group is 7 players. I have built an encounter with an EL to account for this, so this shouldn't matter. Also, when i did the calculation factoring in a 50% resale value of items, i came out with about 109% The only thing that came to mind was I only did the sum over 1 level (6th) and i didnt calculate outside of that, perhaps 6th is an unusual one One of the things i love abour pre 4e editions of D&D is the random treasure tables. I don't like cherry picking out items for players, it feels forced and gamey and takes away from "my" imersion (yes, us DMs get to play the "I want an immersive experience" card too) There is something fun about a treasure chest or loot from a dead monster that is completely random. The guy was holding a normal mundane sword but had 2 scrolls of grease on him, how unusual but how interesting! The idea of having randomn items also brings in random experiences for my players, who knows if they will use that random invis potion they found and how? I suppose, at worst I could always mix it up a bit. Keep a running tally of the wealth of items the group gets and if it starts to look like I am going to overshoot or even go under the loot over a few encounters then kick it into gear I have some ideas, just wondered if anyone had seen this before and figured out ways to deal with it [/QUOTE]
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Advice on Magic Item Compendium for 3.5
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