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<blockquote data-quote="kenada" data-source="post: 7929380" data-attributes="member: 70468"><p>Yeah. I find the problem of trying to devise a treasure generation by monster level system interesting, and that’s reflecting in my responses. Let me split up my response between that and the problem in my campaign, and I’ll try to flag those accordingly.</p><p></p><p></p><p>(This is about my campaign and treasure distribution.) The CRB recommends giving out more than the expected amount in a sandbox. How much depends on the nature of the sandbox. Mine is pretty open-ended, so that probably translates into a lot more.</p><p></p><p>However, I think I get what you’re proposing. Essentially, have a campaign-wide treasure pool. The party is going to earn X over the course of the campaign, and I can draw from that when placing treasure based on whatever idiosyncratic reason I have. That’s not a bad idea. The only complication is my game has a rotating roster of PCs.</p><p></p><p>The most prudent approach, and as much as I hate to admit it, may be a combination of winging it and checking the PCs’ sheets between sessions for gaps and being mindful of what they’re missing when I determine treasure.</p><p></p><p></p><p>(This is about treasure generating methods for PF2.) I’m not sure I quite agree that it’s not possible. That’s more or less how the tables in 5e work. Per chapter 2 of <em>Xanathar’s Guide to Everything</em>, there’s an expected distribution of treasure if you use those tables. PF2 just gives us the expected distribution and not how to generate it (from tables), but it should be possible to reverse engineer one that does generate treasure according to the guidelines.</p><p></p><p>My first avenue of attack is likely to be looking at the deltas between monster level and party level. Assuming treasure is awarded by party level, you should be able to figure out a weighted average treasure by party level from the deltas. For example, if a level 3 creature is used as a party level − 1 creature 75% of the time and a party level creature 25% of the time in moderate encounters, then it should yield 35 gp in a moderate encounter. Of course, that has undergone no analysis, and it may be totally crap. <img class="smilie smilie--emoji" alt="😅" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f605.png" title="Grinning face with sweat :sweat_smile:" data-shortname=":sweat_smile:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p>When I mention OSE, it’s because that game has more structures for the kind of game I’m running. PF2 is pretty explicit that it’s about story first, but my game is about exploration first. There’s no story per se, though there are war stories, and there is an emergent narrative.</p><p></p><p>That’s not to say it’s a bad fit. The first half was spent in 5e before we converted, and PF2 has worked much better. Exploration mode adapts pretty well to what I’m doing. We’ve spent about fourteen sessions in six (out of 121) hexes, and really most of our time has been in three or so of those.</p><p></p><p>I can’t see my group switching again. I think my players have grown rather fond of PF2.</p></blockquote><p></p>
[QUOTE="kenada, post: 7929380, member: 70468"] Yeah. I find the problem of trying to devise a treasure generation by monster level system interesting, and that’s reflecting in my responses. Let me split up my response between that and the problem in my campaign, and I’ll try to flag those accordingly. (This is about my campaign and treasure distribution.) The CRB recommends giving out more than the expected amount in a sandbox. How much depends on the nature of the sandbox. Mine is pretty open-ended, so that probably translates into a lot more. However, I think I get what you’re proposing. Essentially, have a campaign-wide treasure pool. The party is going to earn X over the course of the campaign, and I can draw from that when placing treasure based on whatever idiosyncratic reason I have. That’s not a bad idea. The only complication is my game has a rotating roster of PCs. The most prudent approach, and as much as I hate to admit it, may be a combination of winging it and checking the PCs’ sheets between sessions for gaps and being mindful of what they’re missing when I determine treasure. (This is about treasure generating methods for PF2.) I’m not sure I quite agree that it’s not possible. That’s more or less how the tables in 5e work. Per chapter 2 of [I]Xanathar’s Guide to Everything[/I], there’s an expected distribution of treasure if you use those tables. PF2 just gives us the expected distribution and not how to generate it (from tables), but it should be possible to reverse engineer one that does generate treasure according to the guidelines. My first avenue of attack is likely to be looking at the deltas between monster level and party level. Assuming treasure is awarded by party level, you should be able to figure out a weighted average treasure by party level from the deltas. For example, if a level 3 creature is used as a party level − 1 creature 75% of the time and a party level creature 25% of the time in moderate encounters, then it should yield 35 gp in a moderate encounter. Of course, that has undergone no analysis, and it may be totally crap. 😅 When I mention OSE, it’s because that game has more structures for the kind of game I’m running. PF2 is pretty explicit that it’s about story first, but my game is about exploration first. There’s no story per se, though there are war stories, and there is an emergent narrative. That’s not to say it’s a bad fit. The first half was spent in 5e before we converted, and PF2 has worked much better. Exploration mode adapts pretty well to what I’m doing. We’ve spent about fourteen sessions in six (out of 121) hexes, and really most of our time has been in three or so of those. I can’t see my group switching again. I think my players have grown rather fond of PF2. [/QUOTE]
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