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Monster & Treasure distribution in older editions
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<blockquote data-quote="ExploderWizard" data-source="post: 5057036" data-attributes="member: 66434"><p>I agree with the theory. The DMG also mentions that not all monsters will have treasure either. Beating a big scary monster does not always mean a good loot haul.</p><p> </p><p> </p><p> </p><p>In keeping with the DMG advice expressed above, the value/challenge ratio is a big picture campaign-wide practice. It is meant to be an average for the game as a whole and not applied rigidly to every nook and cranny of the campaign world. Can "free" treasure be found? Certainly, just as monsters can be encountered even in thier lair that are so poor that the PC's might take pity on them and leave them a few coppers. </p><p> </p><p></p><p> </p><p>Agree here too.</p><p> </p><p>So, you see, I think the occasional “for the free” treasure in dungeons is a good thing. And I find examples of this good thing in various classic D&D modules. I went through a few more modules last night, and I found more examples. Should I list the examples here? Like 50ep in an untrapped and unguarded chest in U2. It would be a useless effort.</p><p> </p><p> </p><p></p><p> </p><p>Not me. The point of contention was " many examples from modules" and not the practice of placing the occasional bit of free treasure.</p><p> </p><p> </p><p></p><p> </p><p>Which version do you have? It is possible that there were changes in the compilation version. I have the standalone version which plainly states that it is difficult to see a hand 6 inches from your face, counting is impossible (no mention of steps) and the mind being in a sort of fog that wears off instantly when exiting the mist. How could having an effective visual range of less than a foot and an inability to count foes (even if you could see them) <em>not </em>affect combat?</p><p> </p><p>Wandering monsters do in fact wander (thus the name) so they have no "encounter area" and could be encountered in or out of the mist. </p><p> </p><p>As I stated earlier this doesn't mean that there are no examples of free loot out there, this is just not a very good one.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5057036, member: 66434"] I agree with the theory. The DMG also mentions that not all monsters will have treasure either. Beating a big scary monster does not always mean a good loot haul. In keeping with the DMG advice expressed above, the value/challenge ratio is a big picture campaign-wide practice. It is meant to be an average for the game as a whole and not applied rigidly to every nook and cranny of the campaign world. Can "free" treasure be found? Certainly, just as monsters can be encountered even in thier lair that are so poor that the PC's might take pity on them and leave them a few coppers. Agree here too. So, you see, I think the occasional “for the free” treasure in dungeons is a good thing. And I find examples of this good thing in various classic D&D modules. I went through a few more modules last night, and I found more examples. Should I list the examples here? Like 50ep in an untrapped and unguarded chest in U2. It would be a useless effort. Not me. The point of contention was " many examples from modules" and not the practice of placing the occasional bit of free treasure. Which version do you have? It is possible that there were changes in the compilation version. I have the standalone version which plainly states that it is difficult to see a hand 6 inches from your face, counting is impossible (no mention of steps) and the mind being in a sort of fog that wears off instantly when exiting the mist. How could having an effective visual range of less than a foot and an inability to count foes (even if you could see them) [I]not [/I]affect combat? Wandering monsters do in fact wander (thus the name) so they have no "encounter area" and could be encountered in or out of the mist. As I stated earlier this doesn't mean that there are no examples of free loot out there, this is just not a very good one. [/QUOTE]
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