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<blockquote data-quote="kerleth" data-source="post: 6030878" data-attributes="member: 84383"><p>I think the whole schrodinger's loot problem is based on a flawed premise. Saying that the same group of guards offers better treasure to a 1st level party than a 5th level one is an illusion, because it's NOT the same group of guards. </p><p> </p><p>If the same characters loot a dungeon at 1st level, then come back at 5th level, should they really be surprised that there is no more awesome treausre there?</p><p> </p><p>If you have two seperate groups in seperate campaigns at seperate levels, than the circumstances surrounding the encounter are obviously different and having different loot makes perfect sense.</p><p> </p><p>If the same group fights similar enemies (trolls, as an example) at different points in the campaign, the creatures having different stuff to take is logical.</p><p> </p><p>Any given group is only going to get one result. The one appropriate for their current condition. It only APPEARS to be a problem from the outside, in the dm's corner.</p><p> </p><p>Published adventures, even sandbox ones, come with level ranges and likely preplaced treasure, so it's a mute point there.</p><p> </p><p>Homemade sandbox adventures seem to offer the biggest potential problem, and the answer is simple. Figure the relative difficulty from the point at which the pc's start the sandbox. If they take great risks early they can get great rewards. If instead they take more average risks and work there way up to being able to get the good stuff, they are only mimicking a system that has been used to great success in a multitude of rpg's, both tabletop and computer.</p></blockquote><p></p>
[QUOTE="kerleth, post: 6030878, member: 84383"] I think the whole schrodinger's loot problem is based on a flawed premise. Saying that the same group of guards offers better treasure to a 1st level party than a 5th level one is an illusion, because it's NOT the same group of guards. If the same characters loot a dungeon at 1st level, then come back at 5th level, should they really be surprised that there is no more awesome treausre there? If you have two seperate groups in seperate campaigns at seperate levels, than the circumstances surrounding the encounter are obviously different and having different loot makes perfect sense. If the same group fights similar enemies (trolls, as an example) at different points in the campaign, the creatures having different stuff to take is logical. Any given group is only going to get one result. The one appropriate for their current condition. It only APPEARS to be a problem from the outside, in the dm's corner. Published adventures, even sandbox ones, come with level ranges and likely preplaced treasure, so it's a mute point there. Homemade sandbox adventures seem to offer the biggest potential problem, and the answer is simple. Figure the relative difficulty from the point at which the pc's start the sandbox. If they take great risks early they can get great rewards. If instead they take more average risks and work there way up to being able to get the good stuff, they are only mimicking a system that has been used to great success in a multitude of rpg's, both tabletop and computer. [/QUOTE]
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