Mort_Q said:Is it time to bring up Schrödinger?
So long as you don't harm any cats . . . .

Mort_Q said:Is it time to bring up Schrödinger?
NMcCoy said:How do you figure? That encounter never happened, so they don't get the experience for it, so they have a different encounter with an appropriate treasure instead on the way to the next level. It's not like they can skip that encounter and still level up at the same point - they'll need another encounter to take up the XP slack. If you're pacing your experience and treasure roughly in parallel, then skipped/taken "extra" encounters shouldn't ever cause a discrepancy between level and loot.
Aegir said:For starters - and this is by no means a certainty, but it appears to be the case - treasure isn't anywhere near as unbalancing QUOTE]
I really hope this is true. Hopefully you can give say 15-20% less or more treasure than the listed amounts without hurting or helping party effectiveness dramatically.
The default system in the DMG seems to be the self-correcting system most of us use (e.g., if the party doesn't find the treasure behind the secret door, you just give them more later to bring them back to a steady state)
Sometimes, however, it is nice to have some lasting consequences for things other than combat -- finding the secret door, beating the skill challenge, etc.
If each individual treasure has less impact, then a DM can afford to occasionally have an item that is black and white -- either given out or not. If the party gets it, great, it's a little bonus that makes enounters a little easier.
Marco said:It's still not clear to me if I already have a full L1 parcel for the "main quest" if optional side-adventures should have treasure above that.
Marco said:I can't just "stock the dungeon" with some gold, a few magic items, and go with that: it seems, by the rules, I need to manage parcels for optional encounters ...
2eBladeSinger said:In answer to the OP - This.
As long as each optional encounter has it's own proportionate parcel, then the PCs will be perfectly experience to treasure balanced. (i.e. no experience, no treasure. If experience then treasure)
On a related note; it would bother me to know that a DM was intentionally floating treasure around making sure that, as a PC, I found it without risk of failure or success of brilliance. Knowing that I succeed to a set level no matter what I do makes the game less interesting.
2eBladeSinger said:On a related note; it would bother me to know that a DM was intentionally floating treasure around making sure that, as a PC, I found it without risk of failure or success of brilliance. Knowing that I succeed to a set level no matter what I do makes the game less interesting.
2eBladeSinger said:Yes you can. Let's say your adventure is worth 1000xp per player and you have perfectly balanced level 1 treasure throughout divided into 8 parcels.
Now, your players decide to option the rat maze portion of the adventure, killing an extra 500xp each, putting them at 150% of expected experience once the adventure plus optional portion is done. They also earn, in the maze, an extra 50% treasure, putting them at 150% of experience and 150% of treasure - balanced, they're simply moving along faster than expected. (I wish I had the books to give you a precise example)
As long as you balance expected treasure vs. expected experience you will be fine - or were there no monsters in the optional portion of the adventure?
Marco said:Maybe I'm burnt out from a long day at work--but I don't get how this solves my problem.
I have 5 "planned" encounters that will get them to 2nd level laid out (the quest they go on from my starting scenario).
I have 4 "optional encounters" out there on the map. If they go to those locations and poke around, they'll find small dungeons with monsters in them.
If they, for example, come back to town before completing the "quest" (very possible) and poke around adventuring (very possible) then if the go back on the quest then I have to move treasure around, it seems.
-Marco