Piratecat said:Buttercup, that works out to roughly 30,000 gp worth of gear... enough to outfit 4 PCs between 4th and 5th level.
Sulimo said:
I sit in this camp. I also have a bit of trouble with the assumptions 3e makes in relation to what treasure PC's have. It forces DM's who run treasure low games to jump through a few more hoops when designing encounters.
As oppossed to what? The complete lack of guidelines present in earlier editions?
Buttercup said:
Here's another example then. On pages 8-11 of Treasure Quests, which detail the village of Stret and it's tavern, *first level PCs* will find the following treasure:
50 gold
2000 gold
1 ruby worth 1000 gold
13 gold (x 6)
masterwork longsword
gemstones worth 1000 gold
a statuette worth 22,000 gold (Yes, that's the correct number of zeroes.)
+1 chainmail
+1 battleaxe
a chest worth 500 gold
There are *maybe* enough encounters/traps/other xp generating situations to net the party 250 xp each. This is totally over the top in my view.
Hardhead said:
I think I know what he's saying, or at least I know what my complaint in that are is.
It'd be really nice if D&D was an equipment agnostic system. I'd like to see the game to be completly balanced without any magic items whatsoever, so that a DM could run a magic heavy or light campaign, and as long as both sides had about the same amount of magic, it'd balance out.
Mulkhoran said:
From Slave Pits of the Goblin King, paraphrased:
The characters, during the course of this adventure, can gain abilities from the "essences" of dragons. Keeping in mind this adventure is billed as an adventure for 4-6 characters of 5-9th level, here are some examples of these essences. These are PERMANENT:
- Strength increases by three
- Constitution increases by three
- Immediately begin gaining spells per level as a sorcerer of your level -4
- Breath weapon. Damage scales with level, but character becomes immune to the type of damage the breath weapon inflicts as soon as he gets this ability.
<snip>
This is not healthy, or helpful to the game as a whole. When shoddy, inferior, poorly-thought out products are produced with a game system logo on them, one has a right to a minimum expectation of quality.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.