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<blockquote data-quote="GlassEye" data-source="post: 5388635" data-attributes="member: 40413"><p>Selling for half is always problematic and makes it really difficult for the DM to calculate the accurate amount of treasure. That's why, when I ran Frog Hunt, that once I calculated the amount (using the treasure per encounter table that Mowgli so kindly linked to) and determined the specific items, that I allowed the characters to sell unused items for their full value. Doing it any other way would've been too much hassle because I, as a DM, couldn't know which items they would choose to keep and which they would choose to sell. This neatly (imo) sidesteps the whole difference of wealth levels for characters who sell useless/unwanted items and those who don't.</p><p></p><p></p><p></p><p></p><p>Time-based Gold is <em>NOT</em> random. It is calculated to give the same percentage of gold for a level that an equal percentage of experience gives. As I posted in the social group thread, its flaw is that it rounds up to the nearest gold piece and so over a long period of time, gives a bit more gold that is warranted for an equal percentage of experience. I don't really think a little extra gold is a big issue, though.</p><p></p><p>DM's crafting adventures should follow the treasure by encounter chart and not worry about giving out the gold earned over time. Not everything needs an explanation; we <em>are</em> giving a sum of experience with no in game explanation, we can certainly do the same with a sum of gold pieces. Gold and Experience earned over time has no effect on the amount of treasure that should be gained through a specific encounter.</p></blockquote><p></p>
[QUOTE="GlassEye, post: 5388635, member: 40413"] Selling for half is always problematic and makes it really difficult for the DM to calculate the accurate amount of treasure. That's why, when I ran Frog Hunt, that once I calculated the amount (using the treasure per encounter table that Mowgli so kindly linked to) and determined the specific items, that I allowed the characters to sell unused items for their full value. Doing it any other way would've been too much hassle because I, as a DM, couldn't know which items they would choose to keep and which they would choose to sell. This neatly (imo) sidesteps the whole difference of wealth levels for characters who sell useless/unwanted items and those who don't. Time-based Gold is [i]NOT[/i] random. It is calculated to give the same percentage of gold for a level that an equal percentage of experience gives. As I posted in the social group thread, its flaw is that it rounds up to the nearest gold piece and so over a long period of time, gives a bit more gold that is warranted for an equal percentage of experience. I don't really think a little extra gold is a big issue, though. DM's crafting adventures should follow the treasure by encounter chart and not worry about giving out the gold earned over time. Not everything needs an explanation; we [i]are[/i] giving a sum of experience with no in game explanation, we can certainly do the same with a sum of gold pieces. Gold and Experience earned over time has no effect on the amount of treasure that should be gained through a specific encounter. [/QUOTE]
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