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How much treasure to give to your players?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5261405" data-attributes="member: 82106"><p>Luckily the treasure parcels system in 4e is very forgiving. Because each level's treasures are worth a LOT more than the level before it if you say give out 2x the normal treasure in one level say it hardly makes any difference 3 levels later because its like 1/10th of what they are supposed to get at that level (a drop in the bucket) so they are ahead for a little while but not much for long.</p><p></p><p>Like a few other people said you can just eyeball the chart in the DMG and give out gold roughly equal to those numbers. Give out 4 magic items each level (for 5 players) roughly. With 5 players and 5 levels per plus that means you are giving out 25 items in those 5 levels and each player needs 3 updated items (weapon/implement, neck slot, armor) which is 15 items, so you have 10 more items you can give out that can be anything (boots, rings, belts, etc). The items should be roughly 1-4 levels above the character's current level, so at level 1 they'll all be +1 type items or level 2-5 for items without a plus. When they hit level 2 you can give out say 1 +2 item (a 6th level item) and 3 more +1 sort of items, etc. The exact progression isn't too important. A few characters will be a little ahead of the curve for a while and a few will be slightly behind the curve on one of their main items for a while.</p><p></p><p>Remember too there are Artifacts. Not many are designed for levels 1-5 but you can drop in one artifact say every 5 levels or so at whatever point it fits in the story. Artifacts are designed to disappear after a couple levels, so they don't count as normal treasure. Just have the story involve disposing of the artifact and if the player has high concordance they get a 'prize' of a regular item when their artifact vanishes. </p><p></p><p>You can have magic items appear in fun ways that fit into the story. When the dwarf smacks a fire monster with a critical hit then his axe turns into a +1 Flaming Axe. The warlock breaks a piece off of a meteorite that the bad guys used to power a ritual and then he's able to make a +2 Rod of Reaving out of it, etc. A character could carry around the family heirloom sword for his whole career and you can just keep powering it up more and more (or just say that the character unlocks more power from it). Players like that kind of stuff.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5261405, member: 82106"] Luckily the treasure parcels system in 4e is very forgiving. Because each level's treasures are worth a LOT more than the level before it if you say give out 2x the normal treasure in one level say it hardly makes any difference 3 levels later because its like 1/10th of what they are supposed to get at that level (a drop in the bucket) so they are ahead for a little while but not much for long. Like a few other people said you can just eyeball the chart in the DMG and give out gold roughly equal to those numbers. Give out 4 magic items each level (for 5 players) roughly. With 5 players and 5 levels per plus that means you are giving out 25 items in those 5 levels and each player needs 3 updated items (weapon/implement, neck slot, armor) which is 15 items, so you have 10 more items you can give out that can be anything (boots, rings, belts, etc). The items should be roughly 1-4 levels above the character's current level, so at level 1 they'll all be +1 type items or level 2-5 for items without a plus. When they hit level 2 you can give out say 1 +2 item (a 6th level item) and 3 more +1 sort of items, etc. The exact progression isn't too important. A few characters will be a little ahead of the curve for a while and a few will be slightly behind the curve on one of their main items for a while. Remember too there are Artifacts. Not many are designed for levels 1-5 but you can drop in one artifact say every 5 levels or so at whatever point it fits in the story. Artifacts are designed to disappear after a couple levels, so they don't count as normal treasure. Just have the story involve disposing of the artifact and if the player has high concordance they get a 'prize' of a regular item when their artifact vanishes. You can have magic items appear in fun ways that fit into the story. When the dwarf smacks a fire monster with a critical hit then his axe turns into a +1 Flaming Axe. The warlock breaks a piece off of a meteorite that the bad guys used to power a ritual and then he's able to make a +2 Rod of Reaving out of it, etc. A character could carry around the family heirloom sword for his whole career and you can just keep powering it up more and more (or just say that the character unlocks more power from it). Players like that kind of stuff. [/QUOTE]
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