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Kobolds, NPCs and gear...
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4598200" data-attributes="member: 35909"><p>Well, they're NPC's, so they get gear appropriate for their level normally.  Generally, this means classed NPCs will be the equivalent of between double and triple standard treasure.  As long as you balance this dungeon with others of creatures with no treasure, it should all work out ok in the long run.  That said, the NPCs will likely not have much gear of use to the PCs, so it will sell for half, reducing the PCs' actual treasure gains.</p><p></p><p>If all this isn't enough, you could do as you suggest and ad hoc a lower CR for less gear.  Maybe drop from CR 2 to CR 1 and give 1/3 normal equipment value?  The idea of putting the oney into traps is another good one, and makes sense for kobolds in particular.  Dungeonscape even notes kobolds consider minor traps that leave enemies prone (or something similar) are worth it, for the initial advantage they offer.</p><p></p><p>The other tried and true way to limit the mounds of gold masses of classed NPCs can give to parties?  Have a fair number retreat when hurt, preferably scattering in different routes to hinder efforts to cut them down.  That way the PCs get the full xp, but none of the gold.  And really, the main issue in the end is xp-gp balance.  It's not terrible for the party to gain thousands of gold if they also are gaining tons of xp.  It's only when they fall behind or get ahead of the "expected" rate that problems arise.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4598200, member: 35909"] Well, they're NPC's, so they get gear appropriate for their level normally. Generally, this means classed NPCs will be the equivalent of between double and triple standard treasure. As long as you balance this dungeon with others of creatures with no treasure, it should all work out ok in the long run. That said, the NPCs will likely not have much gear of use to the PCs, so it will sell for half, reducing the PCs' actual treasure gains. If all this isn't enough, you could do as you suggest and ad hoc a lower CR for less gear. Maybe drop from CR 2 to CR 1 and give 1/3 normal equipment value? The idea of putting the oney into traps is another good one, and makes sense for kobolds in particular. Dungeonscape even notes kobolds consider minor traps that leave enemies prone (or something similar) are worth it, for the initial advantage they offer. The other tried and true way to limit the mounds of gold masses of classed NPCs can give to parties? Have a fair number retreat when hurt, preferably scattering in different routes to hinder efforts to cut them down. That way the PCs get the full xp, but none of the gold. And really, the main issue in the end is xp-gp balance. It's not terrible for the party to gain thousands of gold if they also are gaining tons of xp. It's only when they fall behind or get ahead of the "expected" rate that problems arise. [/QUOTE]
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