Wulf Ratbane
Adventurer
I am going to save my thoughts on the "necessity" of the Big Six for later. This post is not about how important the Big Six are, or how boring they are, or how often the party should be rewarded with a Murlynd's Spoon.
This post shows you a way to allocate "Big Six" magic items at a rate permitted by the Wealth by Level guidelines, and how much coinage you'll have left over. Some folks will find it handy.
KEY:
Level: The encounter level.
per enc.: The SRD recommended treasure per encounter of that level.
x40/3: The amount of treasure the party would gain after 13.3 encounters.
Major: see below
Minor: see below
Coins: The total value of remaining coins and consumables (including potions, scrolls, wands, etc.) after we subtract the value of the Big Six magic item picks. You can substitute other magic items (in fact at high levels it is almost a necessity) but try to make sure that 10-15% of all treasure you give out is consumable.
This forms the basis of our treasure allocation.
Divide up the treasure in the Coins column into 10-12 parcels. Some of these parcels may include magic items, as indicated.
"Major" indicates the number of magic items you should choose from the level-appropriate list (per 12 encounters).
"Minor" indicates the number of magic items you should choose from the level-appropriate list (per 12 encounters). You can also substitute TWO minor choices for ONE major choice.
Levels 1-5 (base item value: 2000 gp)
Major: +1 weapon, +1 deflection, +1 natural armor
Minor: +1 armor, +1 shield, +1 resistance
Level 6-8 (base item value: 8000 gp)
Major: +2 weapon, +2 deflection, +2 natural armor
Minor: +2 armor, +2 shield, +2 resistance, +2 ability booster
Levels 9-11 (base item value: 18,000 gp)
Major: +3 weapon, +3 deflection, +3 natural armor, (+4 ability booster*)
Minor: +3 armor, +3 shield, +3 resistance
Levels 12-14 (base item value: 32,000 gp)
Major: +4 weapon, +4 deflection, +4 natural armor
Minor: +4 armor, +4 shield, +4 resistance, +4 ability booster
Levels 15-17 (base item value: 50,000 gp)
Major: +5 weapon, +5 deflection, +5 natural armor, (+6 ability booster*)
Minor: +5 armor, +5 shield, +5 resistance
Levels 18-20 (base item value: 72,000 gp)
Major: +6 weapon (equivalent)
Minor: +6 armor, +6 shield, +6 ability booster
EXAMPLE:
#1 ) I want to make treasure parcels for a 1st level party. I'm going to divide the treasure out over 12 encounters (any extra encounters won't have any treasure). 1 encounter will include a Major item, 1 encounter will include a Minor item, and 10 encounters will have coinage worth 100 gp each (for a total of 1000 gp.) I probably won't worry about what that magic items even are until the encounter is over-- if the party needs a magic weapon, I'll make it a +1 weapon suitable for the party's tank. On the other hand if the wizard played well and/or needs a boost, I'll put an amulet of +1 natural armor in there. As for the minor item, anybody can use a +1 cloak of resistance. I'm also pretty sure that a few of those 100 gp parcels will be potions of cure light wounds (in pairs!).
#2) I want to make treasure parcels for a 20th level party. I'm going to divide out the 166,667 gp in coinage almost evenly across 12 encounters, 13850 gp each (with a little left over). Each encounter also includes a Major item, and one of the twelve encounters will also include a Minor item. I might make one of those 13850 parcels into a 3rd level spell wand at CL6-- those are worth 13500 each. Maybe a wand of Haste or Displacement.
This post shows you a way to allocate "Big Six" magic items at a rate permitted by the Wealth by Level guidelines, and how much coinage you'll have left over. Some folks will find it handy.
KEY:
Level: The encounter level.
per enc.: The SRD recommended treasure per encounter of that level.
x40/3: The amount of treasure the party would gain after 13.3 encounters.
Major: see below
Minor: see below
Coins: The total value of remaining coins and consumables (including potions, scrolls, wands, etc.) after we subtract the value of the Big Six magic item picks. You can substitute other magic items (in fact at high levels it is almost a necessity) but try to make sure that 10-15% of all treasure you give out is consumable.
This forms the basis of our treasure allocation.
Divide up the treasure in the Coins column into 10-12 parcels. Some of these parcels may include magic items, as indicated.
"Major" indicates the number of magic items you should choose from the level-appropriate list (per 12 encounters).
"Minor" indicates the number of magic items you should choose from the level-appropriate list (per 12 encounters). You can also substitute TWO minor choices for ONE major choice.
Code:
per
Level enc. x40/3 Major Minor Coins
1 300 4000 1 1 1000
2 600 8000 3 1 1000
3 900 12000 5 0 2000
4 1200 16000 7 0 2000
5 1600 21333 9 0 3333
6 2000 26667 2 1 6667
7 2600 34667 3 1 6667
8 3400 45333 4 1 9333
9 4500 60000 2 1 15000
10 5800 77333 3 1 14333
11 7500 100000 4 1 19000
12 9800 130667 3 0 34667
13 13000 173333 4 1 29333
14 17000 226667 6 0 34667
15 22000 293333 4 1 68333
16 28000 373333 6 0 73333
17 36000 480000 8 0 80000
18 47000 626667 7 0 122667
19 61000 813333 9 1 129333
20 80000 1066667 12 1 166667
Levels 1-5 (base item value: 2000 gp)
Major: +1 weapon, +1 deflection, +1 natural armor
Minor: +1 armor, +1 shield, +1 resistance
Level 6-8 (base item value: 8000 gp)
Major: +2 weapon, +2 deflection, +2 natural armor
Minor: +2 armor, +2 shield, +2 resistance, +2 ability booster
Levels 9-11 (base item value: 18,000 gp)
Major: +3 weapon, +3 deflection, +3 natural armor, (+4 ability booster*)
Minor: +3 armor, +3 shield, +3 resistance
Levels 12-14 (base item value: 32,000 gp)
Major: +4 weapon, +4 deflection, +4 natural armor
Minor: +4 armor, +4 shield, +4 resistance, +4 ability booster
Levels 15-17 (base item value: 50,000 gp)
Major: +5 weapon, +5 deflection, +5 natural armor, (+6 ability booster*)
Minor: +5 armor, +5 shield, +5 resistance
Levels 18-20 (base item value: 72,000 gp)
Major: +6 weapon (equivalent)
Minor: +6 armor, +6 shield, +6 ability booster
EXAMPLE:
#1 ) I want to make treasure parcels for a 1st level party. I'm going to divide the treasure out over 12 encounters (any extra encounters won't have any treasure). 1 encounter will include a Major item, 1 encounter will include a Minor item, and 10 encounters will have coinage worth 100 gp each (for a total of 1000 gp.) I probably won't worry about what that magic items even are until the encounter is over-- if the party needs a magic weapon, I'll make it a +1 weapon suitable for the party's tank. On the other hand if the wizard played well and/or needs a boost, I'll put an amulet of +1 natural armor in there. As for the minor item, anybody can use a +1 cloak of resistance. I'm also pretty sure that a few of those 100 gp parcels will be potions of cure light wounds (in pairs!).
#2) I want to make treasure parcels for a 20th level party. I'm going to divide out the 166,667 gp in coinage almost evenly across 12 encounters, 13850 gp each (with a little left over). Each encounter also includes a Major item, and one of the twelve encounters will also include a Minor item. I might make one of those 13850 parcels into a 3rd level spell wand at CL6-- those are worth 13500 each. Maybe a wand of Haste or Displacement.
Last edited: