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Magic Item Cost Analysis (might be useful for non-RAW campaigns)
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<blockquote data-quote="nnms" data-source="post: 5280393" data-attributes="member: 83293"><p>In another thread, pemerton made this excellent post:</p><p></p><p></p><p></p><p>In some previous editions of the game, monsters had a treasure type which determined how much treasure and of what type the players would get for defeating the monster.</p><p></p><p>It wasn't wonderful. Some would say it worked fine, but if you rolled an outlier result, you could have a treasure pile that was way, way more valuable than normal.</p><p></p><p>But what if we could figure out something similar? Something that takes into consideration everything we know about the math behind the treasure system?</p><p></p><p>Some things that need to be considered:</p><p></p><p>1) According to the DMG, a monster of up to party level + 5 and as low as party level -3 should appear in an encounter.</p><p></p><p>That's a potential of 8 levels of difference. If you used the 5x treasure value, a monster could end up supplying way, way too much treasure or way, way to little (though that is less of a risk).</p><p></p><p>2) There's no connection in the DMG between encounter level and treasure amount. The DMG provides a variety of advice ranging from having one huge treasure pile for all ten (on average) encounters/parcels of that level, to really splitting it up. So if we make a system where the monsters themselves determine the treasure, it'll likely be more like the splitting it up side of the spectrum.</p><p></p><p>3) How do we determine items vs treasure? If you analyze the treasure parcels, you'll see that each one gives you twice the value of an equivalent level magic item in monetary rewards and then 4 items ranging from level+1 to level+4. As we have seen, when you go up an enhancement level, the value increases dramatically. The difference in value between level 1 and 6 is not evenly distributed between levels 2-5, but heavily weighted into the jump between 5 and 6.</p><p></p><p>This means that any treasure parcel for a level where the items are of a higher enhancement bonus, a much lower proportion of the treasure for the level will be monetary rewards. And when a level includes items of an enhancement bonus in the same level, the monetary rewards will make up a much larger percentage.</p><p></p><p>The lowest ratios can be found at the end of every enhancement band (5, 10, 15, 20, 25) where monetary rewards makes up 14.28% of the treasure. This is 1 GP for every 7 GP worth of magic items.</p><p></p><p>The highest ratios can be found at the 2nd level of each enhancement band (7, 12, 17, 22) with about 19.4% of the treasure will be monetary. This is just about 1 GP for every 5 GP worth of magic items. </p><p></p><p>Not counting levels 27 and above, the average is 17.42% monetary rewards, 82.58% magic items. At levels 27 and above, the magic items start to cap at level 30 and you end up getting more treasure relative to the magic item values.</p><p></p><p>So what are the implications of all this? Where do we go from here in figuring out a per-monster or per-XP treasure system? I'll explore that in my next post.</p></blockquote><p></p>
[QUOTE="nnms, post: 5280393, member: 83293"] In another thread, pemerton made this excellent post: In some previous editions of the game, monsters had a treasure type which determined how much treasure and of what type the players would get for defeating the monster. It wasn't wonderful. Some would say it worked fine, but if you rolled an outlier result, you could have a treasure pile that was way, way more valuable than normal. But what if we could figure out something similar? Something that takes into consideration everything we know about the math behind the treasure system? Some things that need to be considered: 1) According to the DMG, a monster of up to party level + 5 and as low as party level -3 should appear in an encounter. That's a potential of 8 levels of difference. If you used the 5x treasure value, a monster could end up supplying way, way too much treasure or way, way to little (though that is less of a risk). 2) There's no connection in the DMG between encounter level and treasure amount. The DMG provides a variety of advice ranging from having one huge treasure pile for all ten (on average) encounters/parcels of that level, to really splitting it up. So if we make a system where the monsters themselves determine the treasure, it'll likely be more like the splitting it up side of the spectrum. 3) How do we determine items vs treasure? If you analyze the treasure parcels, you'll see that each one gives you twice the value of an equivalent level magic item in monetary rewards and then 4 items ranging from level+1 to level+4. As we have seen, when you go up an enhancement level, the value increases dramatically. The difference in value between level 1 and 6 is not evenly distributed between levels 2-5, but heavily weighted into the jump between 5 and 6. This means that any treasure parcel for a level where the items are of a higher enhancement bonus, a much lower proportion of the treasure for the level will be monetary rewards. And when a level includes items of an enhancement bonus in the same level, the monetary rewards will make up a much larger percentage. The lowest ratios can be found at the end of every enhancement band (5, 10, 15, 20, 25) where monetary rewards makes up 14.28% of the treasure. This is 1 GP for every 7 GP worth of magic items. The highest ratios can be found at the 2nd level of each enhancement band (7, 12, 17, 22) with about 19.4% of the treasure will be monetary. This is just about 1 GP for every 5 GP worth of magic items. Not counting levels 27 and above, the average is 17.42% monetary rewards, 82.58% magic items. At levels 27 and above, the magic items start to cap at level 30 and you end up getting more treasure relative to the magic item values. So what are the implications of all this? Where do we go from here in figuring out a per-monster or per-XP treasure system? I'll explore that in my next post. [/QUOTE]
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