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Monetary Treasure Parcels - Gold for your thought.
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<blockquote data-quote="CapnZapp" data-source="post: 4603460" data-attributes="member: 12731"><p>Just for clarity, there's no change in gold, and there's no magic items of level + 0 handed out.</p><p></p><p>The normal (five-player) parcel distribution is indeed as you say:</p><p>P1 One magic item of level+4</p><p>P2 One magic item of level+3</p><p>P3 One magic item of level+2</p><p>P4 One magic item of level+1</p><p>P5-P10 Cash (or equivalent) equal to the market cost of two magic items of level+0</p><p></p><p>For each player above five, add one parcel containing one magic item. For six, seven and eight players; add one of level+2, then also one of level+1, and finally also one of level+3.</p><p></p><p>For each player below five, you instead remove existing magic item parcels: for four, three and two players; remove parcels P3, parcels P2 & P4, or parcels P1, P2 & P4, respectively.</p><p></p><p>The bit about "stiffing" players I'm not sure I get. The system isn't saying you should hand over all gold to the sole player that isn't getting an item. Because how can the characters know where one set of parcels begin and ends? From the character's POV, there's a never-ending stream of incoming treasure, and this is to be divided fairly over time. One player might not get any item one level, but he might get the L+4 item next time! </p><p></p><p>Either the gold gets divvied up equally among all PCs, or among all PCs who didn't get anything else.</p><p></p><p>Meta-thinking such as "I'm the one who's not getting an item this level" is certainly something I would discourage around my table. </p><p></p><p>Saving all the gold until you get out of the dungeon, and then giving it all to the character who didn't get any items, is hardly a common approach, me thinks.</p><p></p><p>I would even recommend juggling parcels around a bit, sometimes handing out two L+3 items, sometimes replacing the L+2 with two L+1 and so on. The players shouldn't be able to easily calculate "okay, so now we've found the L+1, the L+2, and the L+3. There's still the L+4 to be found, so we're not leaving the dungeon until we do!". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /><img src="http://www.enworld.org/forum/images/smilies/worried.png" class="smilie" loading="lazy" alt=":-S" title="Uhm :-S" data-shortname=":-S" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4603460, member: 12731"] Just for clarity, there's no change in gold, and there's no magic items of level + 0 handed out. The normal (five-player) parcel distribution is indeed as you say: P1 One magic item of level+4 P2 One magic item of level+3 P3 One magic item of level+2 P4 One magic item of level+1 P5-P10 Cash (or equivalent) equal to the market cost of two magic items of level+0 For each player above five, add one parcel containing one magic item. For six, seven and eight players; add one of level+2, then also one of level+1, and finally also one of level+3. For each player below five, you instead remove existing magic item parcels: for four, three and two players; remove parcels P3, parcels P2 & P4, or parcels P1, P2 & P4, respectively. The bit about "stiffing" players I'm not sure I get. The system isn't saying you should hand over all gold to the sole player that isn't getting an item. Because how can the characters know where one set of parcels begin and ends? From the character's POV, there's a never-ending stream of incoming treasure, and this is to be divided fairly over time. One player might not get any item one level, but he might get the L+4 item next time! Either the gold gets divvied up equally among all PCs, or among all PCs who didn't get anything else. Meta-thinking such as "I'm the one who's not getting an item this level" is certainly something I would discourage around my table. Saving all the gold until you get out of the dungeon, and then giving it all to the character who didn't get any items, is hardly a common approach, me thinks. I would even recommend juggling parcels around a bit, sometimes handing out two L+3 items, sometimes replacing the L+2 with two L+1 and so on. The players shouldn't be able to easily calculate "okay, so now we've found the L+1, the L+2, and the L+3. There's still the L+4 to be found, so we're not leaving the dungeon until we do!". :eek::-S [/QUOTE]
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