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Must Try Harder: Spell Levels
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<blockquote data-quote="howandwhy99" data-source="post: 5997840" data-attributes="member: 3192"><p>I was just thinking while reading over my post, why isn't there a treasure level name? I know that stuff is very highly defined down to the copper piece, but it would be nice to have *average* treasure for a dungeon <em>layer, order</em> of monster, etc. So here's my suggestion:</p><p></p><p><u>TIER</u>: property and capital amounts within a given section of the world.</p><p></p><p>As the world already comes in layers this could help in determining randomization rolls for treasure with different monsters and/or in different locations. How a location is assigned a higher or lower layer would be important though. Sometimes a looted castle still has a Level 10 secret and locked cache with the skill needed to find and surpass far beyond what most anyone wandering though can do. </p><p></p><p><span style="color: Red"><strong>NOTE:</strong></span> I do not advocate discreteness in adventure building. That would be uniformly boring. Variety is the spice of life as Gary said. Just advise adventure builders that a 1st level dungeon should probably stick to 1st-3rd Layer difficulties, with 1st-3rd Tier treasures, 1st-3rd Order monsters, and so on depending upon the steepness of the die mechanics. But... learning how to break even this advice can be fun too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> Maybe the monster is weakened. Perhaps the treasured magic item is not recognizable as such, shows as non-magical, and needs a command word to function once reverse dispel magic is cast upon it. It is also possible the dungeon Layer has a few easier (albeit harder to find) paths around the arcane locked and insanity warded door. </p><p></p><p>Of course all of this is campaign setting specific and can be altered, what should be 1st level monsters, difficulty of dungeon levels, and all the rest too.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5997840, member: 3192"] I was just thinking while reading over my post, why isn't there a treasure level name? I know that stuff is very highly defined down to the copper piece, but it would be nice to have *average* treasure for a dungeon [I]layer, order[/I] of monster, etc. So here's my suggestion: [U]TIER[/U]: property and capital amounts within a given section of the world. As the world already comes in layers this could help in determining randomization rolls for treasure with different monsters and/or in different locations. How a location is assigned a higher or lower layer would be important though. Sometimes a looted castle still has a Level 10 secret and locked cache with the skill needed to find and surpass far beyond what most anyone wandering though can do. [COLOR="Red"][B]NOTE:[/B][/COLOR] I do not advocate discreteness in adventure building. That would be uniformly boring. Variety is the spice of life as Gary said. Just advise adventure builders that a 1st level dungeon should probably stick to 1st-3rd Layer difficulties, with 1st-3rd Tier treasures, 1st-3rd Order monsters, and so on depending upon the steepness of the die mechanics. But... learning how to break even this advice can be fun too. :cool: Maybe the monster is weakened. Perhaps the treasured magic item is not recognizable as such, shows as non-magical, and needs a command word to function once reverse dispel magic is cast upon it. It is also possible the dungeon Layer has a few easier (albeit harder to find) paths around the arcane locked and insanity warded door. Of course all of this is campaign setting specific and can be altered, what should be 1st level monsters, difficulty of dungeon levels, and all the rest too. [/QUOTE]
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