Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Simpler Treasure System with (mostly) Random 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="eamon" data-source="post: 5001740" data-attributes="member: 51942"><p><span style="font-size: 15px"><strong>The new system in three lines:</strong></span></p><p><span style="font-size: 15px"></span></p><ol> <li data-xf-list-type="ol"><strong><span style="font-size: 10px">The DM randomizes (most) loot.</span></strong></li> <li data-xf-list-type="ol"><strong><span style="font-size: 10px">Items are sold at half price, instead of at 20% of list price.</span></strong></li> <li data-xf-list-type="ol"><strong><span style="font-size: 10px">All treasure parcels containing magic items are raised by one level.</span></strong></li> </ol><p>A handy link for random loot generation suggested by Obergnom is <a href="http://www.asmor.com/scripts/4eMagicItems/randomTreasure.php" target="_blank">Quartermaster - Asmor.com</a>. Don't forget to raise only the <em>items </em>by one level; the gold rewards should stay the same!</p><p></p><p>[sblock=Similar ideas and criticisms]</p><p></p><ul> <li data-xf-list-type="ul"><a href="http://www.enworld.org/forum/members/capnzapp.html" target="_blank">CapnZapp</a> suggested simply randomizing loot but handing out 5 times more than normal. This is only just slightly more powerful but more more swingy and doesn't need a sale-price adjustment.</li> <li data-xf-list-type="ul">If you don't like raising items levels by one, I have also figured out an alternative that hands out a few extra parcels instead in <a href="http://www.enworld.org/forum/5001827-post5.html" target="_blank">this post</a>.</li> <li data-xf-list-type="ul"><a href="http://www.enworld.org/forum/members/keterys.html" target="_blank">keterys</a> notes that raising the sale price means that wacky items that might be interesting but not powerful are more likely to be sold, which may be an issue for some. If it is for you, definitely think about something more along the lines of CapnZapp's approach which doesn't modify sale price.</li> </ul><p>[/sblock]</p><p>-------------------------------------------------------------------</p><p><em>...and now for the why's and how's of the above modifications...</em></p><p><span style="font-size: 15px"><span style="font-size: 10px"><strong><span style="font-size: 15px">Motivation:</span></strong></span></span></p><p><span style="font-size: 15px"><span style="font-size: 10px"></span></span></p><p>I don't like the 4e wealth system much: It presumes that players essentially get items they can really use. But that's problematic:</p><p></p><p><em><span style="font-size: 12px">Problems with RAW:</span></em></p><p></p><ul> <li data-xf-list-type="ul">It's poor for immersion to have wish-lists. These are boring, and remind you of the fact that your character isn't really in the world, he's finding stuff you prepicked-not what matches the story line.</li> <li data-xf-list-type="ul">It's a hassle for DM that now need to keep a close eye on <em>what</em> they're handing out; handing out useless items seriously gimps players.</li> <li data-xf-list-type="ul">On the other hand, full player-conceived item choice can heavily favor finding exceptionally specific (broken) items.</li> <li data-xf-list-type="ul">Item creation rituals are usually pointless.</li> </ul><p>I'd like to fix the wealth system. I think it's important to realize what a house rule here should achieve, and particularly what it <em>won't</em> bother trying to achieve.</p><p></p><p><em><span style="font-size: 12px">Aims & Scope of Houserule:</span></em></p><p></p><ul> <li data-xf-list-type="ul">The wealth system should be <strong>more robust</strong> in the face of DM laziness, mistakes or simply misunderstanding where a player wants to take a PC: I don't want to have to spend tons of time selecting the right items; if I select nonsense or <strong>even occasionally something random</strong>, this shouldn't be a major set-back to the party.</li> <li data-xf-list-type="ul"><strong>No wish lists</strong> should be required or encouraged. <strong>Party-tailored items should be rare</strong> and used for dramatic effect, not the default. It's always cool to find a great and fitting item, but that should be a real cool find, not the norm (gee, another item that's perfectly tailored to my needs!)</li> <li data-xf-list-type="ul">The system will <em>NOT</em> address the availability of overpowered items. If a 6th level iron armbands is an attractive buy even at 10th level, players <em>will</em> have enough gold to buy this. This fix is about the <em>wealth</em> system, not specific items. On the other hand, since there's no wishlist nor expectation of tailored items, you're no longer in the quandary of either denying a bloodclaw-wielder his weapon of choice or overpowering the PC: you can avoid including it without impacting the wealth system or getting into difficult situatoins. He could buy or forge the item anyhow, but he may get it a bit later (which can be a balancing factor). Really broken items will need to be addressed seperately and not by this fix.</li> </ul><p>So, these are the aims. Next up, expected wealth by level.</p></blockquote><p></p>
[QUOTE="eamon, post: 5001740, member: 51942"] [SIZE=4][B]The new system in three lines:[/B] [/SIZE] [LIST=1] [*][B][SIZE=2]The DM randomizes (most) loot.[/SIZE][/B] [*][B][SIZE=2]Items are sold at half price, instead of at 20% of list price.[/SIZE][/B] [*][B][SIZE=2]All treasure parcels containing magic items are raised by one level.[/SIZE][/B] [/LIST] A handy link for random loot generation suggested by Obergnom is [URL="http://www.asmor.com/scripts/4eMagicItems/randomTreasure.php"]Quartermaster - Asmor.com[/URL]. Don't forget to raise only the [I]items [/I]by one level; the gold rewards should stay the same! [sblock=Similar ideas and criticisms] [LIST] [*][URL="http://www.enworld.org/forum/members/capnzapp.html"]CapnZapp[/URL] suggested simply randomizing loot but handing out 5 times more than normal. This is only just slightly more powerful but more more swingy and doesn't need a sale-price adjustment. [*]If you don't like raising items levels by one, I have also figured out an alternative that hands out a few extra parcels instead in [URL="http://www.enworld.org/forum/5001827-post5.html"]this post[/URL]. [*][URL="http://www.enworld.org/forum/members/keterys.html"]keterys[/URL] notes that raising the sale price means that wacky items that might be interesting but not powerful are more likely to be sold, which may be an issue for some. If it is for you, definitely think about something more along the lines of CapnZapp's approach which doesn't modify sale price. [/LIST] [/sblock] ------------------------------------------------------------------- [I]...and now for the why's and how's of the above modifications...[/I] [SIZE=4][SIZE=2][B][SIZE=4]Motivation:[/SIZE][/B] [/SIZE][/SIZE] I don't like the 4e wealth system much: It presumes that players essentially get items they can really use. But that's problematic: [I][SIZE=3]Problems with RAW:[/SIZE][/I] [LIST] [*]It's poor for immersion to have wish-lists. These are boring, and remind you of the fact that your character isn't really in the world, he's finding stuff you prepicked-not what matches the story line. [*]It's a hassle for DM that now need to keep a close eye on [I]what[/I] they're handing out; handing out useless items seriously gimps players. [*]On the other hand, full player-conceived item choice can heavily favor finding exceptionally specific (broken) items. [*]Item creation rituals are usually pointless. [/LIST] I'd like to fix the wealth system. I think it's important to realize what a house rule here should achieve, and particularly what it [I]won't[/I] bother trying to achieve. [I][SIZE=3]Aims & Scope of Houserule:[/SIZE][/I] [LIST] [*]The wealth system should be [B]more robust[/B] in the face of DM laziness, mistakes or simply misunderstanding where a player wants to take a PC: I don't want to have to spend tons of time selecting the right items; if I select nonsense or [B]even occasionally something random[/B], this shouldn't be a major set-back to the party. [*][B]No wish lists[/B] should be required or encouraged. [B]Party-tailored items should be rare[/B] and used for dramatic effect, not the default. It's always cool to find a great and fitting item, but that should be a real cool find, not the norm (gee, another item that's perfectly tailored to my needs!) [*]The system will [I]NOT[/I] address the availability of overpowered items. If a 6th level iron armbands is an attractive buy even at 10th level, players [I]will[/I] have enough gold to buy this. This fix is about the [I]wealth[/I] system, not specific items. On the other hand, since there's no wishlist nor expectation of tailored items, you're no longer in the quandary of either denying a bloodclaw-wielder his weapon of choice or overpowering the PC: you can avoid including it without impacting the wealth system or getting into difficult situatoins. He could buy or forge the item anyhow, but he may get it a bit later (which can be a balancing factor). Really broken items will need to be addressed seperately and not by this fix. [/LIST] So, these are the aims. Next up, expected wealth by level. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Simpler Treasure System with (mostly) Random Loot
Top