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Treasure Dungeons


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I adjust my encounters accordingly for the lack of my players magic items. I also level up their magic items to higher pluses as they level. Never had a problem with that. Just about every magic item in my game means something.
 

The treasure paradigm from 3E, though I've supported it because of "fairness" I honestly don't like. I like back in the day having a golf bag of different magic swords, each having a cool name and purpose, like the flametongue, frostbrand, and dancing sword.

I like the idea of a treasure dungeon, but some of your ideas I'm not sure about. Abandoning the dungeon and thus having it disappear forever would be aggravating, unless the players really understand the consequence for running off to town because they want ale and whores.

I like getting XP from treasure, but I'm not sure how making it the single avenue for advancement will work. It might create squabbles about who gets what items.
 



I'd be game as a player to quest for certain treasures in ancient ruins/dungeons. As long as the players know that if they leave they lose their shot at getting that "foozle" forever and will have to try to get the next one. Perhaps have some dungeons that are rumored to have 2 such foozles in them and which are extremely difficult to get to. I'd probably build in some puzzles to some "safe rooms" that they can go rest in so they aren't attacked by a wondering monster along the way to get the items they want especially if it's a really large dungeon delve...just and idea.
 

I think this idea is really cool. Bring back in the dungeon delves. With 4E it would be pretty much necessary for the group to take on these delves and I love the idea that it's in the players' hands. I've had my players complain about their poor loot too many times, I would love to be able to say, "Well, you should have looked for some, huh?"

If you want some truly deadly traps to put into your dungeons, The Wurst of Grimtooth's Traps is a great resource. They're based on 3.5E rules, but it isn't too hard to convert most of them to 4E or any game, really. It isn't the stat blocks that make the traps in that book.
 

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