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Monster & Treasure distribution in older editions
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<blockquote data-quote="Yabanjin" data-source="post: 5047370" data-attributes="member: 87099"><p>I love randomized treasure (and rolling on random tables generally) as a source of inspiration and variety, but adhering to them really slavishly can produce some undesirable results. A DM should always try to finesse treasure rewards in such a way that they very closely hew to the challenge players face in obtaining them, <em>especially</em> under the GP=XP regime of first edition.</p><p></p><p>Risk vs. reward is the one thing that, in my mind, should be readily discernible for players, and something the players and their characters should always have in mind. When the players know that facing a greater challenge leads to greater rewards, they're less likely to blame TPKs on DM fiat, because they know that it's a risk they chose to take on. Likewise, they're less likely to grouse about small treasure rewards, because they know that killing one crippled kobold with a rusty sword will usually only get them a rusty sword for their troubles. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>So in my mind, treasures appropriate to the challenge in getting them goes hand in hand with another good DMing practice: making available to players enough information to judge the difficulty of their endeavors, and providing them ample opportunity to choose their challenges on that basis. That means that a good DM won't spring a 12 HD dragon on 2nd-level characters without giving them some means of escape, and he won't have an NPC suggest they go root around in its lair without very grave warnings of doom and deadliness.</p></blockquote><p></p>
[QUOTE="Yabanjin, post: 5047370, member: 87099"] I love randomized treasure (and rolling on random tables generally) as a source of inspiration and variety, but adhering to them really slavishly can produce some undesirable results. A DM should always try to finesse treasure rewards in such a way that they very closely hew to the challenge players face in obtaining them, [I]especially[/I] under the GP=XP regime of first edition. Risk vs. reward is the one thing that, in my mind, should be readily discernible for players, and something the players and their characters should always have in mind. When the players know that facing a greater challenge leads to greater rewards, they're less likely to blame TPKs on DM fiat, because they know that it's a risk they chose to take on. Likewise, they're less likely to grouse about small treasure rewards, because they know that killing one crippled kobold with a rusty sword will usually only get them a rusty sword for their troubles. ;) So in my mind, treasures appropriate to the challenge in getting them goes hand in hand with another good DMing practice: making available to players enough information to judge the difficulty of their endeavors, and providing them ample opportunity to choose their challenges on that basis. That means that a good DM won't spring a 12 HD dragon on 2nd-level characters without giving them some means of escape, and he won't have an NPC suggest they go root around in its lair without very grave warnings of doom and deadliness. [/QUOTE]
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