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Monte Cook: Guidance for Monsters and Treasure
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<blockquote data-quote="KesselZero" data-source="post: 5858368" data-attributes="member: 6689976"><p>Agreed that 4e has the easiest and best-balanced system for pitting monsters against PCs. It's one thing that I do hope stays pretty much identical in 5e. There has to be some guidance-- back in the day (2e and previous) there wasn't even always a relationship between how dangerous a monster was and how much XP and treasure it gave you. It was hard for a DM to tell (an inexperienced DM, at least) what threat a monster might be, and the players could easily earn better rewards for easier fights, which seems backwards to me.</p><p> </p><p>I also support random treasure tables, as long as they're balanced. Essentials' are pretty good, if a little dull (I'm a bit tired of making up 200-gp art objects). The one thing that hasn't been mentioned yet but I think ABSOLUTELY MUST GO is 4e's edict that parties should get treasure that fits their level, unrelated to the level of the encounter they just beat. This seems totally insane to me-- I can see the argument that treasure should follow an in-world logic (goblins wouldn't have 200 gp), and I make the argument for risk/reward balancing, but the argument that every encounter will be stocked with one of ten level-appropriate parcels just doesn't do anything for me.</p><p> </p><p>The first house-rule I made in my campaign was to always roll on the treasure table based on what level an encounter would be for a 5-PC party. So a 1,000-XP encounter will always be rolled on the Level 5 treasure table, for example. Harder encounters give better treasure; if there are fewer PCs they each get more treasure that day (since the encounter was harder for them) and vice versa with larger groups.</p><p> </p><p>All of this is to say that I ignored three of the four poll questions and voted 5 on the "Risk/Reward" one.</p></blockquote><p></p>
[QUOTE="KesselZero, post: 5858368, member: 6689976"] Agreed that 4e has the easiest and best-balanced system for pitting monsters against PCs. It's one thing that I do hope stays pretty much identical in 5e. There has to be some guidance-- back in the day (2e and previous) there wasn't even always a relationship between how dangerous a monster was and how much XP and treasure it gave you. It was hard for a DM to tell (an inexperienced DM, at least) what threat a monster might be, and the players could easily earn better rewards for easier fights, which seems backwards to me. I also support random treasure tables, as long as they're balanced. Essentials' are pretty good, if a little dull (I'm a bit tired of making up 200-gp art objects). The one thing that hasn't been mentioned yet but I think ABSOLUTELY MUST GO is 4e's edict that parties should get treasure that fits their level, unrelated to the level of the encounter they just beat. This seems totally insane to me-- I can see the argument that treasure should follow an in-world logic (goblins wouldn't have 200 gp), and I make the argument for risk/reward balancing, but the argument that every encounter will be stocked with one of ten level-appropriate parcels just doesn't do anything for me. The first house-rule I made in my campaign was to always roll on the treasure table based on what level an encounter would be for a 5-PC party. So a 1,000-XP encounter will always be rolled on the Level 5 treasure table, for example. Harder encounters give better treasure; if there are fewer PCs they each get more treasure that day (since the encounter was harder for them) and vice versa with larger groups. All of this is to say that I ignored three of the four poll questions and voted 5 on the "Risk/Reward" one. [/QUOTE]
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Monte Cook: Guidance for Monsters and Treasure
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