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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Treasure and magic item prices -- smooth curve or no?
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="mneme" data-source="post: 5222775" data-attributes="member: 59248"><p>I killed the <a href="http://www.enworld.org/forum/4e-discussion/278847-how-much-treasure-going-lvl-11-lvl-12-a.html" target="_blank">"how much treasure do you get going between level 11 and 12"</a> thread with this concept, so I figured I'd give it its own thread instead.</p><p></p><p>I hadn't looked at the numbers, but an examination of Wizards' magic item prices (and by extention, their treasure guidelines for how much gold players get) reveals some really odd discontinuities.</p><p></p><p>We all know the theoretical rule -- an item that is 5 levels higher always costs 5x as much. But a cursory examination of the treasure tables reveals a very interesting fact: The intervening values don't actually follow this progression--instead, it looks like Wizards picked some numbers that at the +2 number resemble the actual just tempered curve (more on this later), and then just multiplied them all up the level chart.</p><p></p><p>This means that in every sub-tier (1-5, 6-10, etc), the numbers/costs are relatively flat (level 2, 6, etc items are overpriced, but there's a sharp dropoff as you approach the end of the subtier) -- and there's a sharp jump as you cross subtiers, when the cost/treasure jumps from less than 3x the base cost of the tier up to 5x that number--nearly doubling. </p><p></p><p>The problem is, we have a really good method of tempering these numbers so that the curve is even -- in fact, we've had such a method since the 1700s, when it was developed as a method of tuning an insturment (typically, a piano) with even spacings between the notes so it would be equally in tune [or out of tune <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />] in every key. It's called "equal tempering", it works by making the relationship between the steps multiples of (period) to the power of ({iteration, starting at 0} / (period)) -- so for the D&D example, the a first level item will cost 360 * (5 ** (0 / 5)) = 360, a 6th level item will cost 360 * (5 ** (5/5)) = 1800 -- just like in PH1 -- but using this calculation method, every single cost will have exactly the same relationship to the previous cost (barring corrections for rounding) as the one before it did -- a smooth curve.</p><p></p><p>Admittedly, there is one big advantage to the PH1 system: it under-prices 5th, 10th, etc level items. As those items typically -are- substantially less powerful than the items just one level higher, there's some argument for doing so. OTOH, given that the characters are getting the same item set over each level as the one before, there's not a great argument for doing the same with player treasure.</p><p></p><p>As such, if I were to run a game, I'd be tempted to stick with the PH1 numbers for item costs, but give treasure along the true curve. This does give out a bit more treasure than the PH1 version suggests (a party gets an extra 700 by 5th level, an extra 5k by 10th level, an extra 25k by 15th level, etc), but it's just not a huge deal. </p><p></p><p>FWIW, here's the 6 line perl one liner I used to produce my comparison data (I'm working with the "amount of treasure earned by the party between levels" number, which is 2x the item cost for that level, but the ratio between numbers is identical.</p><p></p><p>perl -e 'use strict; my $sum; use POSIX("ceil"); my @adds; @adds[1..29] = ((320) x 4,(1600) x 5,(8000) x 5,(40_000) x 5, (200_000) x 5,(1_000_000) x 5 ); for(0..29) { my $tres = ceil(720 * (5)**($_/5)); $sum+=$tres; print "$tres/$sum "; (($_+1) % 5) ==0 and print "\n"; }; print "\nsmooth total: $sum\n"; $sum=0; for my $lvl (0..29) { my $tres = 720; for(my $i=0; $i<=$lvl; $i++) { if($adds[$i]) { $tres+=$adds[$i] } } $sum+=$tres; print "$tres/$sum "; ($lvl+1) % 5 == 0 and print "\n"; } print "\nwotc total: $sum\n" '</p><p></p><p>And here are my results (first my expected/smooth numbers, then, for comparison, I recalculated Wizards' numbers by the formula MrMyth gave in the <a href="http://www.enworld.org/forum/4e-discussion/278847-how-much-treasure-going-lvl-11-lvl-12-a.html" target="_blank">how much treasure </a>thread -- the first number in each pair is the treasure (2x the item cost) for that level, the second is the total earned by the party over the entire course of the game:</p><p></p><p>720/720 994/1714 1371/3085 1892/4977 2610/7587</p><p>3600/11187 4968/16155 6854/23009 9456/32465 13047/45512</p><p>18000/63512 24836/88348 34266/122614 47278/169892 65231/235123</p><p>90000/325123 124176/449299 171329/620628 236388/857016 326151/1183167</p><p>450000/1633167 620879/2254046 856645/3110691 1181938/4292629 1630755/5923384</p><p>2250000/8173384 3104392/11277776 4283222/15560998 5909688/21470686 8153772/29624458</p><p></p><p>smooth total: 29624458</p><p>720/720 1040/1760 1360/3120 1680/4800 2000/6800</p><p>3600/10400 5200/15600 6800/22400 8400/30800 10000/40800</p><p>18000/58800 26000/84800 34000/118800 42000/160800 50000/210800</p><p>90000/300800 130000/430800 170000/600800 210000/810800 250000/1060800</p><p>450000/1510800 650000/2160800 850000/3010800 1050000/4060800 1250000/5310800</p><p>2250000/7560800 3250000/10810800 4250000/15060800 5250000/20310800 6250000/26560800</p><p></p><p>wotc total: 26560800</p><p></p><p></p><p></p><p></p><p></p><p> Any thoughts?</p></blockquote><p></p>
[QUOTE="mneme, post: 5222775, member: 59248"] I killed the [URL="http://www.enworld.org/forum/4e-discussion/278847-how-much-treasure-going-lvl-11-lvl-12-a.html"]"how much treasure do you get going between level 11 and 12"[/URL] thread with this concept, so I figured I'd give it its own thread instead. I hadn't looked at the numbers, but an examination of Wizards' magic item prices (and by extention, their treasure guidelines for how much gold players get) reveals some really odd discontinuities. We all know the theoretical rule -- an item that is 5 levels higher always costs 5x as much. But a cursory examination of the treasure tables reveals a very interesting fact: The intervening values don't actually follow this progression--instead, it looks like Wizards picked some numbers that at the +2 number resemble the actual just tempered curve (more on this later), and then just multiplied them all up the level chart. This means that in every sub-tier (1-5, 6-10, etc), the numbers/costs are relatively flat (level 2, 6, etc items are overpriced, but there's a sharp dropoff as you approach the end of the subtier) -- and there's a sharp jump as you cross subtiers, when the cost/treasure jumps from less than 3x the base cost of the tier up to 5x that number--nearly doubling. The problem is, we have a really good method of tempering these numbers so that the curve is even -- in fact, we've had such a method since the 1700s, when it was developed as a method of tuning an insturment (typically, a piano) with even spacings between the notes so it would be equally in tune [or out of tune :)] in every key. It's called "equal tempering", it works by making the relationship between the steps multiples of (period) to the power of ({iteration, starting at 0} / (period)) -- so for the D&D example, the a first level item will cost 360 * (5 ** (0 / 5)) = 360, a 6th level item will cost 360 * (5 ** (5/5)) = 1800 -- just like in PH1 -- but using this calculation method, every single cost will have exactly the same relationship to the previous cost (barring corrections for rounding) as the one before it did -- a smooth curve. Admittedly, there is one big advantage to the PH1 system: it under-prices 5th, 10th, etc level items. As those items typically -are- substantially less powerful than the items just one level higher, there's some argument for doing so. OTOH, given that the characters are getting the same item set over each level as the one before, there's not a great argument for doing the same with player treasure. As such, if I were to run a game, I'd be tempted to stick with the PH1 numbers for item costs, but give treasure along the true curve. This does give out a bit more treasure than the PH1 version suggests (a party gets an extra 700 by 5th level, an extra 5k by 10th level, an extra 25k by 15th level, etc), but it's just not a huge deal. FWIW, here's the 6 line perl one liner I used to produce my comparison data (I'm working with the "amount of treasure earned by the party between levels" number, which is 2x the item cost for that level, but the ratio between numbers is identical. perl -e 'use strict; my $sum; use POSIX("ceil"); my @adds; @adds[1..29] = ((320) x 4,(1600) x 5,(8000) x 5,(40_000) x 5, (200_000) x 5,(1_000_000) x 5 ); for(0..29) { my $tres = ceil(720 * (5)**($_/5)); $sum+=$tres; print "$tres/$sum "; (($_+1) % 5) ==0 and print "\n"; }; print "\nsmooth total: $sum\n"; $sum=0; for my $lvl (0..29) { my $tres = 720; for(my $i=0; $i<=$lvl; $i++) { if($adds[$i]) { $tres+=$adds[$i] } } $sum+=$tres; print "$tres/$sum "; ($lvl+1) % 5 == 0 and print "\n"; } print "\nwotc total: $sum\n" ' And here are my results (first my expected/smooth numbers, then, for comparison, I recalculated Wizards' numbers by the formula MrMyth gave in the [URL="http://www.enworld.org/forum/4e-discussion/278847-how-much-treasure-going-lvl-11-lvl-12-a.html"]how much treasure [/URL]thread -- the first number in each pair is the treasure (2x the item cost) for that level, the second is the total earned by the party over the entire course of the game: 720/720 994/1714 1371/3085 1892/4977 2610/7587 3600/11187 4968/16155 6854/23009 9456/32465 13047/45512 18000/63512 24836/88348 34266/122614 47278/169892 65231/235123 90000/325123 124176/449299 171329/620628 236388/857016 326151/1183167 450000/1633167 620879/2254046 856645/3110691 1181938/4292629 1630755/5923384 2250000/8173384 3104392/11277776 4283222/15560998 5909688/21470686 8153772/29624458 smooth total: 29624458 720/720 1040/1760 1360/3120 1680/4800 2000/6800 3600/10400 5200/15600 6800/22400 8400/30800 10000/40800 18000/58800 26000/84800 34000/118800 42000/160800 50000/210800 90000/300800 130000/430800 170000/600800 210000/810800 250000/1060800 450000/1510800 650000/2160800 850000/3010800 1050000/4060800 1250000/5310800 2250000/7560800 3250000/10810800 4250000/15060800 5250000/20310800 6250000/26560800 wotc total: 26560800 Any thoughts? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Treasure and magic item prices -- smooth curve or no?
Top