Magic Item Cost Analysis (might be useful for non-RAW campaigns)

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I explored similar ideas from the perspective of enabling truly random treasure in the motivation for a house rule of mine: A Simpler Treasure System with Mostly Random Loot.

I just need to say thanks to eamon again. I've been hammering out a way to make treasure based off of monster or encounter (more likely) XP value and always coming up a tad short on the treasure.

In his thread above, he solved a similar problem by simply bumping up the levels of the treasure parcels by one level. I think a similar bumping up will work for what I'm working on.
 

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