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General Tabletop Discussion
*Pathfinder & Starfinder
Exploration: My concerns for the new edition
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<blockquote data-quote="Tallifer" data-source="post: 5800237" data-attributes="member: 84661"><p>As I understand the treasure parcel system, the dungeon master is advised to provide a certain amount of treasure overall for a level. How he distributes those parcels is up to his story and his judgment. The kobolds could yield nothing, the thieves' guild could yield three or four parcels. In a sandbox game, the players have to figure out or stumble across the loot and the action. However most games are run according to the loose script of an adventure, and then the treasure can be properly distributed, and the quest can lead the players eventually to the thieves' guild and their treasure hoard. Of course the players have the freedom to avoid that quest and waste time in whorehouses and hunting kobolds.</p><p></p><p>I do like the old AD&D descriptions of the appropriate treasure for each kind of monster. I think that sort of information/fluff belongs in an ecology article. Common sense can judge what precise nature of treasure to give: the treasure parcel rules ensure that the dungeon master does not over-reward players or leave them helpless later. (Of course, the scaling bonuses and necessary + items have to go away.)</p></blockquote><p></p>
[QUOTE="Tallifer, post: 5800237, member: 84661"] As I understand the treasure parcel system, the dungeon master is advised to provide a certain amount of treasure overall for a level. How he distributes those parcels is up to his story and his judgment. The kobolds could yield nothing, the thieves' guild could yield three or four parcels. In a sandbox game, the players have to figure out or stumble across the loot and the action. However most games are run according to the loose script of an adventure, and then the treasure can be properly distributed, and the quest can lead the players eventually to the thieves' guild and their treasure hoard. Of course the players have the freedom to avoid that quest and waste time in whorehouses and hunting kobolds. I do like the old AD&D descriptions of the appropriate treasure for each kind of monster. I think that sort of information/fluff belongs in an ecology article. Common sense can judge what precise nature of treasure to give: the treasure parcel rules ensure that the dungeon master does not over-reward players or leave them helpless later. (Of course, the scaling bonuses and necessary + items have to go away.) [/QUOTE]
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Exploration: My concerns for the new edition
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