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Monte Cook: Guidance for Monsters and Treasure
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<blockquote data-quote="billd91" data-source="post: 5858623" data-attributes="member: 3400"><p>I'd rather have that latter suggestion than a wealth system that assumes a particular GP value for the magical gear received. For one thing, there can be a lot of variance in the real value of items that have the same price. The ring of shooting stars is a prime example. Compare it to a ring of protection in 3.5. Which will be more useful? Assuming the ring or protection is priced right, the ring of shooting stars is <strong>way</strong> overpriced. </p><p></p><p>Tracking by GP value just doesn't work, in my opinion. There are too many ways that the same wealth spent leads to very different results in character power effects. Instead, better to focus on specific properties and how they affect how the character stacks up against challenges.</p><p></p><p>Using the wealth by level charts also leaves a lot of interesting items off the table until much later in the game, at high character levels. And compared to 1e and 2e styles of play, I find that a shame. It's kind of cool to be an 8th level wizard with a staff of power (possible if you played A3 and did really well).</p><p></p><p>I'm also not fond of the expectation that a certain + weapon is in the PC's hand and the monster defenses rise to compensate like in 4e. That's the dreaded treadmill - I'm running along but I'm not getting anywhere. I want to f<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /><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=";)" />ing <strong>get</strong> somewhere if I'm going to be running. Don't give me a bonus or benefit and then effectively <strong>take it away</strong> by raising the monster's power to compensate.</p><p></p><p>I recognize, that can be seen as a semantic issue. But I think it's an important one. Don't let me look at my character level, see the same number on the monster, and see that I'm falling behind my curve because I didn't equip properly. No. Let me see that I can go after stuff above me because I am well-equipped.</p></blockquote><p></p>
[QUOTE="billd91, post: 5858623, member: 3400"] I'd rather have that latter suggestion than a wealth system that assumes a particular GP value for the magical gear received. For one thing, there can be a lot of variance in the real value of items that have the same price. The ring of shooting stars is a prime example. Compare it to a ring of protection in 3.5. Which will be more useful? Assuming the ring or protection is priced right, the ring of shooting stars is [b]way[/b] overpriced. Tracking by GP value just doesn't work, in my opinion. There are too many ways that the same wealth spent leads to very different results in character power effects. Instead, better to focus on specific properties and how they affect how the character stacks up against challenges. Using the wealth by level charts also leaves a lot of interesting items off the table until much later in the game, at high character levels. And compared to 1e and 2e styles of play, I find that a shame. It's kind of cool to be an 8th level wizard with a staff of power (possible if you played A3 and did really well). I'm also not fond of the expectation that a certain + weapon is in the PC's hand and the monster defenses rise to compensate like in 4e. That's the dreaded treadmill - I'm running along but I'm not getting anywhere. I want to f:):(;)ing [b]get[/b] somewhere if I'm going to be running. Don't give me a bonus or benefit and then effectively [b]take it away[/b] by raising the monster's power to compensate. I recognize, that can be seen as a semantic issue. But I think it's an important one. Don't let me look at my character level, see the same number on the monster, and see that I'm falling behind my curve because I didn't equip properly. No. Let me see that I can go after stuff above me because I am well-equipped. [/QUOTE]
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Monte Cook: Guidance for Monsters and Treasure
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