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General Tabletop Discussion
*Dungeons & Dragons
Enhancing "Waterdeep: Dungeon of the Mad Mage"
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<blockquote data-quote="CapnZapp" data-source="post: 7525749" data-attributes="member: 12731"><p>I believe you are already aware of this, but for the benefit of any new viewers:</p><p></p><p>For each hoard, take the CR of the main monster (or the "effective CR" of a group of monsters, if there aren't a given BBEG).</p><p></p><p>Generate your hoard per DMG. (Obviously, using an online generator is the quick and easy way.. Especially if you can find one with new items from splatbooks factored in as opposed to the "DMG items only" restriction of most)</p><p></p><p>Ignore tier IV hoards, they result in ridiculous amounts of wealth. That is, treat a monster CR of 17+ as 16 for purposes of gold. (Of course feel free to make an exception when you no longer feel "reaching level 20 too soon" is a concern)</p><p></p><p>Now, if the monster CR falls in the upper half of each tier, double the DMG's monetary rewards (that is, 100 GP becomes 200 GP. One +1 dagger still remains one dagger). Tiers are 1-4, 5-10, 11-16 and 17+. So the "upper half" of tier I is CR 3 and CR 4, and so on.</p><p></p><p>You get treasure that comes close to the XP the regular rules would award. </p><p></p><p>That is, treasure that enables 1 GP = 1 XP. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><em>Source: <a href="http://blogofholding.com/?p=6760" target="_blank">http://blogofholding.com/?p=6760</a></em></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7525749, member: 12731"] I believe you are already aware of this, but for the benefit of any new viewers: For each hoard, take the CR of the main monster (or the "effective CR" of a group of monsters, if there aren't a given BBEG). Generate your hoard per DMG. (Obviously, using an online generator is the quick and easy way.. Especially if you can find one with new items from splatbooks factored in as opposed to the "DMG items only" restriction of most) Ignore tier IV hoards, they result in ridiculous amounts of wealth. That is, treat a monster CR of 17+ as 16 for purposes of gold. (Of course feel free to make an exception when you no longer feel "reaching level 20 too soon" is a concern) Now, if the monster CR falls in the upper half of each tier, double the DMG's monetary rewards (that is, 100 GP becomes 200 GP. One +1 dagger still remains one dagger). Tiers are 1-4, 5-10, 11-16 and 17+. So the "upper half" of tier I is CR 3 and CR 4, and so on. You get treasure that comes close to the XP the regular rules would award. That is, treasure that enables 1 GP = 1 XP. :) [I]Source: [url]http://blogofholding.com/?p=6760[/url][/I] [/QUOTE]
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