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<blockquote data-quote="karolusb" data-source="post: 6983473" data-attributes="member: 83359"><p><There is no right answer to this question, and no reason to dislike someone else's answer enough to tell them they are doing it wrong, let's keep this classy folks></p><p></p><p>So, in preparing to run a West Marches inspired, get rich or die trying, hex/dungeon crawl I noticed something*, some monsters have seemingly disruptive loot built into their stat line. </p><p></p><p>I noticed this in deciding to change an Ogre into an Orog, more flavorful for the location, but, if you are using the DMG as your treasure generator, the entire mini dungeon this guy is contained in should have ~350 gp worth of loot. And he has a single item that is worth 1500 retail, and possibly wearable by a PC. </p><p></p><p>Working on another, deeper, dungeon level, I ended up with a Githyanki Knight, so a magical** Silver Sword, that I know nothing about other than it exists, and the players presumably will loot it should they ever defeat that guy. </p><p></p><p>I am curious how people deal with this. These are specific questions, but I am looking for general answers, especially with a relation to the overall feel of the game being run. </p><p></p><p>Do you force resizing armor, or declare that monster armor is in some way inferior to pc armor (Orog armor is extra heavy or crude etc.)? Do you have merchants refuse to buy (or for the shady ones offer lowball*** quotes for) monster items. </p><p></p><p>If you care about loot distribution, do you just accept that if you place certain monsters the PC's get way more loot? Does that make you not use those monsters? </p><p></p><p>And yes we all know that once you steal one Gith sword you can generate infinite wealth over time by simply killing all the other magic sword wielding Gith who are sent to get the first one back. . .. </p><p></p><p></p><p>* It hadn't really stuck with me in my normal plot heavy game where loot falls from the sky and people can barely carry it all, a side effect of adapting Basic D&D modules. In one module, that would presumably take a 2nd level party to 4th (or 3-5 in my adapted version), there are 18 permanent magic items, EIGHTEEN. In that game nothing a monster has in it's statline matters ;-). </p><p></p><p>** I kind of suspect that it is an editing flaw, but with the exception of the Gith everything that has magic weapons lists it as a trait (this creatures attacks are magical), the Giythyanki Knight has the magical note in the attack line itself. So if I give an Oni a longbow, it is a magical weapon, because of the Oni, not the weapon, whereas give the Githyanki knight a longbow it is apparently not. </p><p></p><p>*** "That is clearly a sword of hobgoblin make. Farmers don't want it, they don't have the time and training needed to fight with it. Knights don't need it, they have plenty of money to buy quality human goods. So really the only market for this is bandits, looking to drop it behind to make people think it was hobgoblins who raided the caravan. I can't give you more than 8 sp for it."</p></blockquote><p></p>
[QUOTE="karolusb, post: 6983473, member: 83359"] <There is no right answer to this question, and no reason to dislike someone else's answer enough to tell them they are doing it wrong, let's keep this classy folks> So, in preparing to run a West Marches inspired, get rich or die trying, hex/dungeon crawl I noticed something*, some monsters have seemingly disruptive loot built into their stat line. I noticed this in deciding to change an Ogre into an Orog, more flavorful for the location, but, if you are using the DMG as your treasure generator, the entire mini dungeon this guy is contained in should have ~350 gp worth of loot. And he has a single item that is worth 1500 retail, and possibly wearable by a PC. Working on another, deeper, dungeon level, I ended up with a Githyanki Knight, so a magical** Silver Sword, that I know nothing about other than it exists, and the players presumably will loot it should they ever defeat that guy. I am curious how people deal with this. These are specific questions, but I am looking for general answers, especially with a relation to the overall feel of the game being run. Do you force resizing armor, or declare that monster armor is in some way inferior to pc armor (Orog armor is extra heavy or crude etc.)? Do you have merchants refuse to buy (or for the shady ones offer lowball*** quotes for) monster items. If you care about loot distribution, do you just accept that if you place certain monsters the PC's get way more loot? Does that make you not use those monsters? And yes we all know that once you steal one Gith sword you can generate infinite wealth over time by simply killing all the other magic sword wielding Gith who are sent to get the first one back. . .. * It hadn't really stuck with me in my normal plot heavy game where loot falls from the sky and people can barely carry it all, a side effect of adapting Basic D&D modules. In one module, that would presumably take a 2nd level party to 4th (or 3-5 in my adapted version), there are 18 permanent magic items, EIGHTEEN. In that game nothing a monster has in it's statline matters ;-). ** I kind of suspect that it is an editing flaw, but with the exception of the Gith everything that has magic weapons lists it as a trait (this creatures attacks are magical), the Giythyanki Knight has the magical note in the attack line itself. So if I give an Oni a longbow, it is a magical weapon, because of the Oni, not the weapon, whereas give the Githyanki knight a longbow it is apparently not. *** "That is clearly a sword of hobgoblin make. Farmers don't want it, they don't have the time and training needed to fight with it. Knights don't need it, they have plenty of money to buy quality human goods. So really the only market for this is bandits, looking to drop it behind to make people think it was hobgoblins who raided the caravan. I can't give you more than 8 sp for it." [/QUOTE]
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