Treasure Parcels (Big Six included)

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.

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.
 
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Thanks, Wulf. This is helpful.

NP. There are a few more "obvious" things about it that I'll point out anyway.

A typical party of four is going to need about 12 Major and 12 Minor items per tier (+1, +2, +3, etc.) to keep "current" on their Big Six.

The exact number will vary according to the party makeup (does the wizard want bracers of armor? does the fighter need a shield? does the rogue need two weapons? etc.)

Even a quick glance at the chart should show you two things:

1) You're going to want to replace some Major picks with two Minor picks from time to time; (by design, the table is weighted towards Major items)

and

2) Even if you do that, it is basically impossible under the RAW for the party to keep "current" through the mid levels.

Expect the party to make use of hand-me-downs as they move through these levels until the gold starts to flow a bit more freely.

One last obvious comment:

I'm more than happy to swap out Wondrous Items of the same gp equivalency. A Heward's Handy Haversack at 1000 gp is a great Minor item; Boots of Speed at 8000 gp (IIRC) are quite nice as a Major (6th-8th) item; etc.

Sometime when I have a little more free time for "obvious easy tasks" I'll put together some random tables with a few more items, broken down on the gp equivalencies (1000/2000, 4000/8000, 9000/18000, etc.)
 

I really hope that the Pathfinder team gets their eyes on this and include this in their PFRPG - handy tools like these make game prep faster and more convenient. Might I suggest a mail-in to Paizo?

But honestly though Wulf, considering the many "DM tools" you've posted here on the forums, consider writing and publishing a DM book for Pathfinder. "Pathfinding for Game Masters" or something like that!
 

I really hope that the Pathfinder team gets their eyes on this and include this in their PFRPG - handy tools like these make game prep faster and more convenient. Might I suggest a mail-in to Paizo?

But honestly though Wulf, considering the many "DM tools" you've posted here on the forums, consider writing and publishing a DM book for Pathfinder. "Pathfinding for Game Masters" or something like that!

Trailblazer, Aa. Trailblazer.
 

I put together a short PDF (see attached) for my own use. It basically recaps the preceding information, but presented in a way that is convenient for making campaign notes.

Across the top are the numbered encounters (1-12). Down the side is the party level.

Pencil in the items that you want to award in the space provided.

Please note that THIS is not an acceptable Major award.
 

Attachments


Very useful.

Suggestions:
- add basic spell items (scrolls, wands/items with charges, potions), for example: minor scroll (spell levels 1-3)
- add basic ammunition (arrows, bolts)
- add minor wondrous items

Regards,
Ruemere
 

Very useful.

Suggestions:
- add basic spell items (scrolls, wands/items with charges, potions), for example: minor scroll (spell levels 1-3)
- add basic ammunition (arrows, bolts)
- add minor wondrous items

Regards,
Ruemere

Anywhere that the chart shows a gp value, you could add something other than a "Big Six" pick-- remembering to err on the side of consumable items (potions, scrolls, wands).

If you have "room" inside your party's needs with respect to the Big Six, substitute some of the Major and minor picks with wondrous items.

The reason for this is that the "Big Six" budget includes the (roughly) 10-15% "attrition" rate that you see in the wealth-by-level guidelines, which I attribute to "wealth consumed."

The gp values shown then "back out" this 10-15% to replace that wealth in the encounters as they come along.

Hopefully that is clear!

I am going to maybe look at pushing the gp values around a bit into chunks of wealth that more closely match typical potion, scroll, and wand values, so that it is easier to make such substitutions.
 

The reason I asked about items with charges/limited uses, is that I have become rather fond of Monte Cook's approach to equipping NPCs. Basically, permanent items are often replaced with cheaper one-shot stat boosters (potions, oils, scrolls).

This limited supply of permanent items makes them more valuable, and, at the same time, enhances lower-than-usual magic level of the campaign.

I'll test your proposal.

Regards,
Ruemere
 

The reason I asked about items with charges/limited uses, is that I have become rather fond of Monte Cook's approach to equipping NPCs. Basically, permanent items are often replaced with cheaper one-shot stat boosters (potions, oils, scrolls).

Any treasure parcel that shows a gp value can (and should) be filled in with consumable treasure.

Just keep in mind that if your NPC consumes it, the PCs don't get it! ;)

This limited supply of permanent items makes them more valuable, and, at the same time, enhances lower-than-usual magic level of the campaign.

Monte's campaign, or yours? Monte never struck me as a lower-than-usual magic kind of guy.
 

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