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How to choose one? Treasure Hoard: Challenge
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<blockquote data-quote="pming" data-source="post: 6750445" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> (1) Start DM'ing "full time" for a year. You can take a break once or twice and play as a player in someone elses game, or some other system, but generally stick to focusing on being a DM for the year. Pick a world you like, or just dive in and make your own.</p><p></p><p>(2) Read the DMG, cover to cover.</p><p></p><p>(3) When in doubt...go low. Meaning, if you think that giving 400gp to the trio of 1st level PC's seems like a bit much...don't do it. What about 200gp? Still feel that little twinge? Drop it to 100gp. Seems a bit cheap now? Ok, say 106gp, 124sp and a huge barrol with 6,500cp and a rotting fish at the bottom. If you find that amount turns out to be too low, you can always give out more coin next encounter or two. But if you "go high", and just give out 400gp, it is VERY hard to suddenly start handing out handfuls of copper to the PC's. The players will feel "cheated".</p><p></p><p>(4) Immediate solution: I only use a Treasure Hoard for 'major' threats or threats that are the focus of the adventure at hand. So an adventure focused around fighting off a trio of ogres in the hills....in the "main cave" of their lair, a Treasure Hoard. Other than that, each individual Ogre, Orc, Goblin, Wolf or whatever will have Individual Treasure. This isn't their Lair, so no 'hoard'.</p><p></p><p> A CR 3 monster should garner CR3 individual treasure. If you have 4 of them , do it once for each creature. You use the Treasure Hoard table when, as I said, its the "main lair treasure" of the creature(s). Just because a room has an ogre in it doesn't mean that is the ogres lair...so don't give out Treasure Hoard for them; individual will suffice. </p><p></p><p> The bottom line is that 5e is very much a "DM's Game" in terms of how it "should" be run. Some DM's like handing out a lot of stuff...others (like me) are a bit on the stingy side of things. There are no real hard and fast rules that <em>must</em> be followed or the game suddenly implodes...5e is very forgiving in this regards. Well, at least up until the number of "optional" rules reaches critical mass. Then... BOOM! Much like 3.x/PF. </p><p></p><p>So, as an added bonus advice: Try and stick to just the "core rules" initially. No Variant Human rule, no Multiclassing, no Feats, and all the optional stuff you will read about in the DMG. Stick to the "Core" first. Once you learn those, then you'll know how to add in the options you might want and have a good idea on how it will affect your game.</p><p></p><p>Oh...and don't sweat the small stuff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> If a player 'messes up' and has his Elf be proficient in Crossbow and not Bow because he misread it or something...so what. Just go with that. Maybe he grew up around dwarves or gnomes or something. But, as long as you aren't bogged down in a bunch of the OPTIONAL stuff, you should be ok. Think of all the OPTIONAL stuff as a sort of "Advanced 5e Dungeons & Dragons", I guess. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> If you DO find you allowed something and it's really messing stuff up...just tell your group you messed up and would like to change it. They'll understand (or they should!). Remember what Red Green always says: <em>Keep yer stick on the ice, and remember, we're all in this together!</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6750445, member: 45197"] Hiya! (1) Start DM'ing "full time" for a year. You can take a break once or twice and play as a player in someone elses game, or some other system, but generally stick to focusing on being a DM for the year. Pick a world you like, or just dive in and make your own. (2) Read the DMG, cover to cover. (3) When in doubt...go low. Meaning, if you think that giving 400gp to the trio of 1st level PC's seems like a bit much...don't do it. What about 200gp? Still feel that little twinge? Drop it to 100gp. Seems a bit cheap now? Ok, say 106gp, 124sp and a huge barrol with 6,500cp and a rotting fish at the bottom. If you find that amount turns out to be too low, you can always give out more coin next encounter or two. But if you "go high", and just give out 400gp, it is VERY hard to suddenly start handing out handfuls of copper to the PC's. The players will feel "cheated". (4) Immediate solution: I only use a Treasure Hoard for 'major' threats or threats that are the focus of the adventure at hand. So an adventure focused around fighting off a trio of ogres in the hills....in the "main cave" of their lair, a Treasure Hoard. Other than that, each individual Ogre, Orc, Goblin, Wolf or whatever will have Individual Treasure. This isn't their Lair, so no 'hoard'. A CR 3 monster should garner CR3 individual treasure. If you have 4 of them , do it once for each creature. You use the Treasure Hoard table when, as I said, its the "main lair treasure" of the creature(s). Just because a room has an ogre in it doesn't mean that is the ogres lair...so don't give out Treasure Hoard for them; individual will suffice. The bottom line is that 5e is very much a "DM's Game" in terms of how it "should" be run. Some DM's like handing out a lot of stuff...others (like me) are a bit on the stingy side of things. There are no real hard and fast rules that [I]must[/I] be followed or the game suddenly implodes...5e is very forgiving in this regards. Well, at least up until the number of "optional" rules reaches critical mass. Then... BOOM! Much like 3.x/PF. So, as an added bonus advice: Try and stick to just the "core rules" initially. No Variant Human rule, no Multiclassing, no Feats, and all the optional stuff you will read about in the DMG. Stick to the "Core" first. Once you learn those, then you'll know how to add in the options you might want and have a good idea on how it will affect your game. Oh...and don't sweat the small stuff. :) If a player 'messes up' and has his Elf be proficient in Crossbow and not Bow because he misread it or something...so what. Just go with that. Maybe he grew up around dwarves or gnomes or something. But, as long as you aren't bogged down in a bunch of the OPTIONAL stuff, you should be ok. Think of all the OPTIONAL stuff as a sort of "Advanced 5e Dungeons & Dragons", I guess. :) If you DO find you allowed something and it's really messing stuff up...just tell your group you messed up and would like to change it. They'll understand (or they should!). Remember what Red Green always says: [I]Keep yer stick on the ice, and remember, we're all in this together![/I] :D ^_^ Paul L. Ming [/QUOTE]
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