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Do you tailor your treasure or do you roll on the treasure tables?
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<blockquote data-quote="Pielorinho" data-source="post: 1382214" data-attributes="member: 259"><p>Even when I run a storebought adventure, I tailor the heck out of it. I'll look through my various rulebooks, find the coolest, weirdest treasure in there than I can find, and then I'll try to weirdify it up a little bit more before handing it over to the players.</p><p> </p><p>For example, a hoard in one game included a <em>staff of healing</em>. Bo-ring! I mean, there's already a cleric in the party; what do they need more spontaneous healing for?</p><p> </p><p>So I looked around until I found a cooler item: in Relics and Rituals 2, there's a staff that can cast fabricate and major creation and gives a +5 bonus on craft checks. Closer.....</p><p> </p><p>I changed the staff to be instead a magical collection of tools that transformed at a command word into a set of masterwork tools suitable for any job and that could, once set in motion, work independently The tools thereby doubled the effective ranks a character had in any craft skill, up to +10 (e.g., a character with seven ranks in craft: trapmaking could use these tools to gain an effective fourteen ranks in craft: trapmaking). The tools could also be commanded to rapidly build or transform objects, per <em>major creation</em> or <em>fabricate</em>.</p><p> </p><p>I bundled these tools with a collection of other thematically appropriate treasures that suggested the loot of a slain adventuring party (a scalp full of minor fetish beads, an ice-sword that transformed the user into a white tiger, etc.) and then handed it over.</p><p> </p><p>Always tailor -- it makes the game more fun, IMO. Makes the world seem more alive, makes magic more mysterious.</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1382214, member: 259"] Even when I run a storebought adventure, I tailor the heck out of it. I'll look through my various rulebooks, find the coolest, weirdest treasure in there than I can find, and then I'll try to weirdify it up a little bit more before handing it over to the players. For example, a hoard in one game included a [i]staff of healing[/i]. Bo-ring! I mean, there's already a cleric in the party; what do they need more spontaneous healing for? So I looked around until I found a cooler item: in Relics and Rituals 2, there's a staff that can cast fabricate and major creation and gives a +5 bonus on craft checks. Closer..... I changed the staff to be instead a magical collection of tools that transformed at a command word into a set of masterwork tools suitable for any job and that could, once set in motion, work independently The tools thereby doubled the effective ranks a character had in any craft skill, up to +10 (e.g., a character with seven ranks in craft: trapmaking could use these tools to gain an effective fourteen ranks in craft: trapmaking). The tools could also be commanded to rapidly build or transform objects, per [i]major creation[/i] or [i]fabricate[/i]. I bundled these tools with a collection of other thematically appropriate treasures that suggested the loot of a slain adventuring party (a scalp full of minor fetish beads, an ice-sword that transformed the user into a white tiger, etc.) and then handed it over. Always tailor -- it makes the game more fun, IMO. Makes the world seem more alive, makes magic more mysterious. Daniel [/QUOTE]
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Do you tailor your treasure or do you roll on the treasure tables?
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