Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Schrodinger's Loot
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Libramarian" data-source="post: 6030607" data-attributes="member: 6688858"><p>At first glance I thought they were mutually exclusive methods for placing magic items, but the text doesn't imply that at all. Maybe they are meant to be used together.</p><p></p><p>I disagree even more with the idea of restricting PCs' access to magic items based on their character level, than I do with the idea of placing magic items based on the relative rather than absolute difficulty of the associated encounter, so I wouldn't like that at all.</p><p></p><p></p><p>Yeah, I definitely don't like associating magic items with the party level.</p><p></p><p>The problem with associating treasure with relative difficulty, rather than absolute difficulty, is a little more subtle.</p><p></p><p>As the text implies, it allows you to offer basic, localized risk vs. reward choices, at the level of individual, one-time encounters. But it doesn't work if you're trying to build a sandbox area with consistent challenge difficulty and corresponding treasure in different areas, with the players having the freedom to go back and forth between encounter areas at different character levels.</p><p></p><p>For that you need some sort of objective link between treasure and challenge. So monsters with treasure types. Although I would rather the association be even more general, as dungeon levels, to move away from the idea that treasure has to be wedded to an encounter. (The MMO idea of monsters "dropping" loot).</p><p></p><p>I agree with your distaste for mob drops, but I like there to be a consistent relationship between the danger of the area and the value of the loot likely to be found, because it's fair but more importantly because it allows the players to make risk vs. reward decisions about which areas they choose to explore. The relationship doesn't have to be entirely based on game factors. It should make sense as well. That's why I say associate both the treasure and the monsters to a dungeon difficulty level, and let the DM place both together in a way that makes sense. Some monsters should be lucrative, relative to their difficulty, and some should be poor, based on story factors.</p><p></p><p>Not a bad idea. Not a bad idea at all. I would prefer a more radical change to the system, but if they're set on determing magic items by relative difficulty+ignoring results above level, this would be a much better way of doing it.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6030607, member: 6688858"] At first glance I thought they were mutually exclusive methods for placing magic items, but the text doesn't imply that at all. Maybe they are meant to be used together. I disagree even more with the idea of restricting PCs' access to magic items based on their character level, than I do with the idea of placing magic items based on the relative rather than absolute difficulty of the associated encounter, so I wouldn't like that at all. Yeah, I definitely don't like associating magic items with the party level. The problem with associating treasure with relative difficulty, rather than absolute difficulty, is a little more subtle. As the text implies, it allows you to offer basic, localized risk vs. reward choices, at the level of individual, one-time encounters. But it doesn't work if you're trying to build a sandbox area with consistent challenge difficulty and corresponding treasure in different areas, with the players having the freedom to go back and forth between encounter areas at different character levels. For that you need some sort of objective link between treasure and challenge. So monsters with treasure types. Although I would rather the association be even more general, as dungeon levels, to move away from the idea that treasure has to be wedded to an encounter. (The MMO idea of monsters "dropping" loot). I agree with your distaste for mob drops, but I like there to be a consistent relationship between the danger of the area and the value of the loot likely to be found, because it's fair but more importantly because it allows the players to make risk vs. reward decisions about which areas they choose to explore. The relationship doesn't have to be entirely based on game factors. It should make sense as well. That's why I say associate both the treasure and the monsters to a dungeon difficulty level, and let the DM place both together in a way that makes sense. Some monsters should be lucrative, relative to their difficulty, and some should be poor, based on story factors. Not a bad idea. Not a bad idea at all. I would prefer a more radical change to the system, but if they're set on determing magic items by relative difficulty+ignoring results above level, this would be a much better way of doing it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Schrodinger's Loot
Top