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General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="shoak1" data-source="post: 7182392" data-attributes="member: 54380"><p>This is essentially what I do except instead of EPs I award the party bonus gp equal in value to 1 magic item of their level as extra treasure each level. So a 7th level party would get 5000 gp extra spread among the 2 full adventuring days of encounters that I have for them to gain a new level. Then because two full adventuring days should provide 2 long rests and 4 short rests, i have each long rest cost 1500 gp and each short rest cost 500 gp. So if they take the expected amount of rests they have neither gained or lost any loot as compared to the original system. (The money is actually used to buy crystals that restore their powers and hp - rest is no longer about bandages and time.)</p><p></p><p>In essence the treasure is spread as per your EP division between med/hard/deadly. But this way if they want to rest more, they can - but its gonna cost them - overly cautious players will soon find their stock of treasure and magic items being rapidly depleted - conversely if they are agressive and rest less than expected they will have extra money left over for goodies.</p><p></p><p>I do the same thing re raise dead - the spell at L7 would cost 5k in crystals.</p><p></p><p>Overall, as a guideline, I award each player 1 magic item every 3 levels, and also 1 magic item equivalent (actually 2 magic item equivalents counting the extra rest coin outlined above) in coin/gems every level for the group in total (of course I spread this stuff among the encounters). So at 7th level the group would get 10,000 coin gems and 1/3 of them would get a magic item. This puts the players more in control of managing their resources, spending it as desired on raise dead, rest, and magic items.</p><p></p><p>Also this system allows the players to recover after a harder than expected encounter, albeit at a cost, thereby helping smooth over the occasionally easier or more difficult (DM oops lol) adventuring periods.</p></blockquote><p></p>
[QUOTE="shoak1, post: 7182392, member: 54380"] This is essentially what I do except instead of EPs I award the party bonus gp equal in value to 1 magic item of their level as extra treasure each level. So a 7th level party would get 5000 gp extra spread among the 2 full adventuring days of encounters that I have for them to gain a new level. Then because two full adventuring days should provide 2 long rests and 4 short rests, i have each long rest cost 1500 gp and each short rest cost 500 gp. So if they take the expected amount of rests they have neither gained or lost any loot as compared to the original system. (The money is actually used to buy crystals that restore their powers and hp - rest is no longer about bandages and time.) In essence the treasure is spread as per your EP division between med/hard/deadly. But this way if they want to rest more, they can - but its gonna cost them - overly cautious players will soon find their stock of treasure and magic items being rapidly depleted - conversely if they are agressive and rest less than expected they will have extra money left over for goodies. I do the same thing re raise dead - the spell at L7 would cost 5k in crystals. Overall, as a guideline, I award each player 1 magic item every 3 levels, and also 1 magic item equivalent (actually 2 magic item equivalents counting the extra rest coin outlined above) in coin/gems every level for the group in total (of course I spread this stuff among the encounters). So at 7th level the group would get 10,000 coin gems and 1/3 of them would get a magic item. This puts the players more in control of managing their resources, spending it as desired on raise dead, rest, and magic items. Also this system allows the players to recover after a harder than expected encounter, albeit at a cost, thereby helping smooth over the occasionally easier or more difficult (DM oops lol) adventuring periods. [/QUOTE]
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