Rethinking Treasure Parcels

the Jester

Legend
So I was just hit by a thought.

There's really no reason you can't assign treasure parcels by encounter level instead of party level, and there's no reason you can't pretty much roll on the parcel chart each time to see what you get (if you like more randomized treasure parcels).

This is something I actually brought up a while ago in a thread on megadungeons, but I just really grokked it, if you know what I mean.
 

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That would work. One thing to note is that, although in the long term your distribution of magic items and money would approach the standard, in the short term you would have some wonky gluts and droughts of magic items.
 

I'd advise caution. Items are supposed to be in relation to character level, and giving them out based on encounter level probably means people get more powerful items, shifting the power curve.

Of course, you might not mind that.

Another way is to make item level = encounter level. For me, a typical level will contain about 6 encounters, with levels approximately +1, +2, +2, +3, +3, +4. See where this ends up? Its the same as the normal treasure parcels. But if you add the normal 1-4 distribution on top of this, I think it would be too much.
 

This can definately work.

But what do you gain by it (aside from a bit less prep time)?

Is there some reason why it isn't a good idea to determine what the players will be getting over the course of the next half-dozen adventures?

And if you assume that the loot will balance out whether you use the RAW parcel system or a more randomized approach, then it really shouldn't matter in the long run (although it can make a huge difference in the short run).

The way I see it: Plan out the parcels ahead of time, but don't let yourself be forced into seeing them as 'parcels'. Dump all of the loot into one big pile and then divy up the items among the planned encounters based on what you think feels right.

The purpose of the parcels is to ensure a certain balance - to make sure that the players power advances 'properly' (according to the 'delicate' math of the 4E system). But there isn't anything magical about the makeup of each individual parcel.

(Of course, if you don't buy into the balance approach you are free to ignore all of their advice about treasure. But that is also true even if you do use a parcel system).

Carl
 

Randomized treasure is a value in itself for many players and DMs.

What you want to avoid at all costs is adhering to the DMG as if it was Scripture. Nothing is worse than the players going "okay, so we've got the +4, +3 and +1 already. Is it worth drudging on just for the +2 or should we call it quits?"

Of course the DMG's just guidelines. It's just that some folks like things even more random than what the DMG suggests. You know, like in previous editions. :)
 

Another way is to make item level = encounter level. For me, a typical level will contain about 6 encounters, with levels approximately +1, +2, +2, +3, +3, +4. See where this ends up? Its the same as the normal treasure parcels. But if you add the normal 1-4 distribution on top of this, I think it would be too much.
Yeah, I'd drop the "level plus 1/2/3/4" bit if I were to use this.

That is, rolling 1-4 on the treasure parcel "table" would each give a magic item of the encounter's level.

What you could do to differentiate between these result is instead something like this:

#1 Offensive Magic item (weapon or implement)
#2 Defensive Magic item (armor, amulet, cloak, ...)
#3 Utility Magic item (belts, gloves, boots, ...)
#4 Off-Beat Magic item (wondrous item, artifact, something colorful but useless, anything they really need...)
#5 Cash
and so on...
 

Just saw this thread and thought I should plug my Random Treasure Generator. I've been using it myself for the past 6 months and love it. Keeps the PCs guessing what they might find. Also makes it easier than making all the little decisions yourself, as there are a lot of possibilities for coming up with treasure parcels. Anyway, you can find the Random Treasure Generator on the main page of my website, link in my sig.

On the subject at hand though, the PCs I DM would end up more powerful overall, as I tend to skew to more difficult encounters. I think that's a combination of me being mean, and I need to make it tougher against 7 PCs, at least I think I do.
 

You can give out treasure based on encounter level and it will work just fine. At level 8, your encounters will be in a range from 6 to 10 or so, and it should all average out.

But I'm not sure its worth the trouble. The difference between a level 5 treasure parcel and a level 6 treasure parcel is not so great that a level 5 party who just defeated a level 6 encounter will notice their level 5 treasure and feel cheated. Meanwhile, giving out treasure based on level of the encounter will lead to the occasional really powerful item, and the occasional pathetic item. The level 10 party who just fought a level 8 encounter and got a level 9 magic item won't feel very impressed. And the level 8 party who just fought a level 10 encounter and got a level 13 magic item will be awestruck.
 

This might be a good rule in a sandbox environment where the the players have the opportunity to fight against levels far ahead or far below their level.
 

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