The_Gneech
Explorer
A very interesting analysis here:
http://blogofholding.com/?p=6760
The article recommends, if going the "XP for GP" route, that you double the monetary awards for creatures at the top of their tier, but to ignore tier 4 treasure. I'm looking into adapting this for my own campaign.
-The Gneech
http://blogofholding.com/?p=6760
What we see here is that, for each tier, average hoard value is multiplied by 10. At first glance, this seems like a problem. This is not granular at all, and treasure values don't change for 6 levels at a time?? A closer look reveals that it might work quite well. The treasure quantity is tied to the monster's level, not the PC's level. If PCs take on monsters of varying but surmountable difficulties, they will naturally fight steadily increasing numbers of higher-tier monsters as they level up. For instance, if you imagine a group who fights monsters of their level +1d6-2, these big steps turn naturally into a nice curve. Not only it is a smooth average, it's one with extremely varied rewards. That means that there's lots of the "wow! I'm rich!" moments that make slot machines so popular.
The article recommends, if going the "XP for GP" route, that you double the monetary awards for creatures at the top of their tier, but to ignore tier 4 treasure. I'm looking into adapting this for my own campaign.
-The Gneech
