Silverpath
First Post
I’m looking for a bit of advice for running a 4e game for a single player.
I’m planning to round out the roles of the group with npcs generated using the guidelines given in the back of the DMG. There should be less to track doing that rather than using npcs generated as characters, which will make the whole game run easier. The problem I’m having at the moment is how to handle treasure and xp.
The section on treasure in the DMG lists a method to reduce the amount given to match a single player. Since the npcs won’t need treasure, following that guideline should work, although I am wondering if it might give out to much in the way of coin.
In addition, I’m not 100% sure on how to handle xp. The simplest, and probably most logical way to handle it, would be to divide the xp for each encounter or quest by the number of party members (pc and npc) and award that amount to my single player. Whenever she levels up, I would just advance the npcs, as described in the DMG. Something about that solution doesn’t seem quite right to me, but I can’t figure out what is off about it.
On a slightly unrelated note, does anyone have an idea of how large gemstones are supposed to be? The treasure table lists them by value, but I’m not sure how large of a stone that represents. It especially doesn’t help that the art objects table has entries for huge diamonds and rubies.
Thanks in advance!
I’m planning to round out the roles of the group with npcs generated using the guidelines given in the back of the DMG. There should be less to track doing that rather than using npcs generated as characters, which will make the whole game run easier. The problem I’m having at the moment is how to handle treasure and xp.
The section on treasure in the DMG lists a method to reduce the amount given to match a single player. Since the npcs won’t need treasure, following that guideline should work, although I am wondering if it might give out to much in the way of coin.
In addition, I’m not 100% sure on how to handle xp. The simplest, and probably most logical way to handle it, would be to divide the xp for each encounter or quest by the number of party members (pc and npc) and award that amount to my single player. Whenever she levels up, I would just advance the npcs, as described in the DMG. Something about that solution doesn’t seem quite right to me, but I can’t figure out what is off about it.
On a slightly unrelated note, does anyone have an idea of how large gemstones are supposed to be? The treasure table lists them by value, but I’m not sure how large of a stone that represents. It especially doesn’t help that the art objects table has entries for huge diamonds and rubies.
Thanks in advance!