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<blockquote data-quote="kerleth" data-source="post: 6031813" data-attributes="member: 84383"><p>My list of example "answers" to the problem was just that, a list. Obviously, some of them won't apply to your style. To clarify, the "changing difficulty by adding allies" idea was only if you had a problem with them picking up the same sword for what should only be an average encounter now. I myself would lean more towards a "things have changed, and since you killed the goblins the dark knight of curbstompia has now allied with the dragon" style if I had a problem with that.</p><p> </p><p>The part that you didn't follow, about simulating a "higher level monsters give better treasure chart" was a reference to letting the dragon keep the sword. Let us say that the rules comes with two systems. One is level based. That chart is seperated into various xp ranges. When determing random treasure for an encounter your roll for results listed in the area where that encounters xp is at. The higher xp encounters would yield greater treasure. The other chart is a rarity chart. Let us say you used the rarity chart for the level 1 pc's, rolling for a tough encounter. Then they didn't go there until they were 3rd level. The encounter may only be average now. So the treasure would be better than it should be. This, however, would end up similar to how the first chart would have supplied better treasure for the higher level encounter anyways.</p><p> </p><p>It may be worth considering doing both an xp range chart, and a rarity chart. I know there is a limited page count, and we can't have a module for EVERYTHING, but I believe both methods have some merit. On the other hand, there might not be enough payoff on two things with that much overlap. I hope wotc has some similar debates. May the best chart win! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="kerleth, post: 6031813, member: 84383"] My list of example "answers" to the problem was just that, a list. Obviously, some of them won't apply to your style. To clarify, the "changing difficulty by adding allies" idea was only if you had a problem with them picking up the same sword for what should only be an average encounter now. I myself would lean more towards a "things have changed, and since you killed the goblins the dark knight of curbstompia has now allied with the dragon" style if I had a problem with that. The part that you didn't follow, about simulating a "higher level monsters give better treasure chart" was a reference to letting the dragon keep the sword. Let us say that the rules comes with two systems. One is level based. That chart is seperated into various xp ranges. When determing random treasure for an encounter your roll for results listed in the area where that encounters xp is at. The higher xp encounters would yield greater treasure. The other chart is a rarity chart. Let us say you used the rarity chart for the level 1 pc's, rolling for a tough encounter. Then they didn't go there until they were 3rd level. The encounter may only be average now. So the treasure would be better than it should be. This, however, would end up similar to how the first chart would have supplied better treasure for the higher level encounter anyways. It may be worth considering doing both an xp range chart, and a rarity chart. I know there is a limited page count, and we can't have a module for EVERYTHING, but I believe both methods have some merit. On the other hand, there might not be enough payoff on two things with that much overlap. I hope wotc has some similar debates. May the best chart win! :p [/QUOTE]
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