Treasure Discussion: AD&D1, D&D3

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Ever have PCs build a castle, or own any sort of property? With pretty much mandatory accrual of followers, a large living space was nearly mandatory. And that sucked up the excess wealth pretty easily!



MerricB said:
It is also worth noting that gold was pretty much worthless for anything but XP in AD&D, given the lack of magic shops or anything else worth buying, so it didn't matter, anyway.
 

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Jyrdan Fairblade said:
Ever have PCs build a castle, or own any sort of property? With pretty much mandatory accrual of followers, a large living space was nearly mandatory. And that sucked up the excess wealth pretty easily!

So, at level 9+ (when they retired), the PCs finally got a use for that wealth. :)

Cheers!
 


JRRNeiklot said:
There was nothing stopping even a first level character from building a keep or castle if he had the funds.
you will note the module in reference is T1 Village of Hommlet...

the two people, Rufus and Burne, building the castle are not even lvl 9 yet. ;)
 

MerricB said:
It is really worth pointing out now that although the rule was in AD&D, many people didn't use it, including and especially Gary Gygax.

yup. Gary and his crew did a lot of things different from the rules as written.

no weapon vs armor type either.



It is also worth noting that gold was pretty much worthless for anything but XP in AD&D, given the lack of magic shops or anything else worth buying, so it didn't matter, anyway.

ale and whores.

hiring a crier.

hiring a linkboy

hiring a stablehand.

paying for lodging. paying for armor maintence/repair. improving your ability to carry your wealth by shrinking the encumbrance of it to gems and jewelry. paying your tithes or taxes or...

creative DMs and players had plenty of ways to spend gps just as they do now.
 

MerricB said:
It is also worth noting that gold was pretty much worthless for anything but XP in AD&D, given the lack of magic shops or anything else worth buying, so it didn't matter, anyway.
Gold's main purpose is to tip bartenders so that they will tell you about the mysterious caves or the haunted castle just outside of town.
 

When I was playing AD&D, I took all the Demon & Devil Lords, plus Tiamat & Bahamut, gave them the maximum treasure from the MM treasure tables, then divided by the XP awarded for defeating them. The ratio of treasure (magic items were assessed at full gold value) to XP was around 3.25. I used this ratio to evaluate whether modules went overboard with the treasure, and it generally helped me avoid a Monty Haul campaign.

If you look at the Expected Wealth Gain chart on pg. 54 of the DMG, you'll see that the ratio still holds up pretty well. It starts at around 1 at first level, then increases gradually until it breaks 3.25 at 13th level (which is fine for me, because I usually end the campaign around that time). The ratio then shoots up to around 10 at 20th level.

For me, evaluating the wealth to XP ratio in this way is a must and helps me identify areas where I could possibly be giving away the store to greedy PC's who will punish me with their munchkin potential from then on.
 

MerricB said:
It is also worth noting that gold was pretty much worthless for anything but XP in AD&D, given the lack of magic shops or anything else worth buying, so it didn't matter, anyway.

Cheers!

I don’t know, from what I remember about my former D&D days, our party was always in constant need of more money.

Bribing officials of the law, “donating” to underbosses, and tossing handfuls of gold at outraged mobs as we fled every other town took a pretty regular chunk out of our earnings. One player in particular lost about three or four (!) characters to the gallows, rather than any dungeon, regardless of whatever character class he was “supposed” to be playing...

Really, that particular group could have authored The Book Of Amazingly Stupid Deeds . Ahhh… But those were fun times. When you take out all the swearing, anyway.
 

Up to low-mid levels...
AD&D1

Party begins at: (6,358 xp each)
Fighter 3
Paladin 3
Cleric 4
Magic-User 3
Illusionist 3
Thief 4

The Temple of Elemental Evil - The Tower and Upper-Level Rubble

Total gp value: 7,079 gp

Total xp value: 10,329 xp (not including the xp value of using or selling magic items)

Total magic treasure:
+1 longsword
+2 shield
+1 arrows (x9)
cloak of elvenkind
potions: healing, speed, extra healing, water breathing

Party continues at: (8,079 xp each)
Fighter 4
Paladin 3
Cleric 4
Magic-User 3
Illusionist 3
Thief 4

The Temple of Elemental Evil - Dungeon Level 1

Total gp value: 29,686 gp

Total xp value: 42,855 xp (not including the xp value of using or selling magic items)

Total magic treasure:
+3 crossbow bolt (x1)
+2 chainmail armor
+2 dagger
+1 shield
+1 morning star
+1 ring mail armor
+1 battle axe
+1 mace
+1 cloak of protection
+1 ring of protection
ring of shooting stars
rope of climbing
stone of weight (cursed item)
elfin chainmail (technically, not magic)
wand of paralyzation (38 charges)
scroll of protection from undead
jars of Keoghtam's ointment (x3)
javelin of lightning (probably used by enemy)
potions: healing (x3), speed, dimunition
scroll of protection from earth elementals
cleric scroll spells: animate dead, prayer

Party continues at: (15,221 xp each)
Fighter 4
Paladin 4
Cleric 5
Magic-User 4
Illusionist 4
Thief 5

The Temple of Elemental Evil - Dungeon Level 2

Total gp value: 105,084

Total xp value: 145,902

Total magic treasure:
+3 longsword frostbrand, (intelligent, Lawful Good, detect evil, detect magic, detect shifting walls and rooms, levitation)
+2 warhammer
+2 chainmail
+2 ring of protection
+2 broadsword
+2 shield
+2 cloak of protection
+1 longsword flametongue
+1 shortsword, +3 vs. lycanthropes and shapechangers
+1 plate mail armor
+1 banded mail armor
+1 shield
+1 dagger (x2)
+1 chainmail armor
+1 cloak of protection
+1 mace
+1 ring of protection
+1 short sword
+1 leather armor
rod of smiting
dagger of venom
bag of holding (100# version)
ring of free action
ring of fire resistance (x3)
necklace of adaptation
rope of entanglement
cloak of the manta ray
gargoyle cloak (x4)
trident of yearning
potions: invisibility, healing, extra healing, poison, water breathing, fire resistance (x2)
scroll of protection from devils
scroll of protection from elements
scroll of protection from lycanthropes
continual light gems (several)
cleric scroll spells: dispel magic, flame strike, tongues, resist fire, neutralize poison, true seeing, purify food and drink, flame strike, part water, control weather
magic-user scroll spells: friends, magic missile, knock, mirror image, web, slow, rary's mnemonic enhancer
illusionist scroll spell: misdirection

Party ends at: (39,538 xp each)
Fighter 6
Paladin 5
Cleric 6
Magic-User 5 (99% of 6)
Illusionist 6
Thief 6

D&D3

Party begins at: (4,925 xp each)

Fighter 3
Cleric 3
Wizard 3
Rogue 3

Forge of Fury

Total gp value: 9,443

Total xp value: 53,400

Total magic treasure:
+2 waraxe
+1 rapier
+1 bastard sword
+1 heavy shield
wand of light (20 charges)
wand of magic missile (3rd level caster, 32 charges)
ring of wizardry (1st level)
potions: spider climb, cure light wounds (x4), jump, swimming, water breathing, invisibility, bull's strength, levitation
arcane scroll spells: web, spider climb, alarm, change self, reduce person, shield, chill touch, protection from arrows
divine scroll spells: protection from evil, lesser restoration

Party finishes at: (18,275 xp each)
Fighter 6
Cleric 6
Wizard 6
Rogue 6
 
Last edited:

MerricB said:
So, at level 9+ (when they retired), the PCs finally got a use for that wealth. :)

Cheers!
my players certainly didnt retire at 9th level. 35th is my cutoff rate. there are rules for characters progressing that high, im not sure if they were in the black book or not, but they exist.
 

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