Treasure placing is driving me nuts!

Obergnom

First Post
Oh well, the title might be 'a bit' exaggerated, but in escence it does...

I really like DMing, I created tools to help me wing 10th level encounters, have a bunch of houserules to help my players who do not like complicated classes etc.

BUT placing treasure in my campaign is so much work. I fully understand my players not liking to be 'under equipped' for many sessions in a row (they resently lost all their equipment, but that was because I turned a TPK into a capture situation)... have you ever tried to reequip 9th level characters? All by yourself? Without breaking the game world consistency? Yeah, does not work.

While this might be an extreme situation, I find my self every 4 sessions in a similar situation... the players are close to leveling up, and somehow I forgot to hand out the treasure they are supposed to have. Or they just did not look where I placed it or what ever... I usually go and create some 'rich' encounters, but sometimes thats not possible.

And now (level 9-10) it is just to much. I never memorized the MIC and I tend to wing nearly my whole sessions (Sandbox Style DMing) ... I even created a sheet full of pregenerated treasure (MIC Treasure Generator), but more often than not, that just seems to be weird stuff and out of place.

So, what should I do to lessen this load and at the same time make my players happy? I fully understand they like to equip their chars with cool gimmicks... everyone in my group (including me) loves the MIC.

2 Solutions I came up with:

1) Allways try to find a way to hand out treasure, usually go for money, only hand out magic items if there is a good reason.

2) Have a bunch of pregen Tresures handy, and hand them out, no matter if it fits the encounter or not.

Both solutions have certain drawbacks:

1) is very timeconsuming at the table (I hate shopping time) and forces every player to allway have a list of items he would like to have as well as me to allways have a Magic Supermarked available.

2) Well, it is kind of 'Diablo-resque' and a Hound of Thrym 'dropping' a mithral full plate is kind of weird.

As you see, I need help.
 

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Do you primarilly do dungeon, wilderness, or urban encounters? That can effect how treasure is placed.

But here are some suggestions:
First calculate how much gp a party should earn based on the encounters in a given dungeon/area. Thats your target goal for the total session.

Second, distribute wealth to NPCs from the above figure based on what is reasonable for their level and the situation. Don't have any one NPC carrying more coinage than would be reasonable for the circumstances.

Take the remaining amount and distribute it around the area in the following ways:

* If a group of humanoids are working for someone place the extra gp in a locked and trapped strong box somewhere in the area. This would be the payroll and some trusted lietenant has the only key.

* If part of the encounter area is the lair of a wealthy BBEG or NPC place art objects and other lootables that sub for coins or items in terms of treasure. This can include thigns like rare books or spell components that might get overlooked. Give PCs appropriate Knowledge checks or Appraise checks to recognize rare items.

* Place magic items that the NPCs cannot use due to lack of profficencies, aligment, or class features in an area - on the body of a dead adventurer or in an armory. These can be things that the NPCs were going to sell or get rid of but wouldnt have on them due to restrictions of use. Maybe the last guy that came here was a Paladin and had items that evil creatures can't use.

* In the wilderness allow Kn(nature), Craft, and other checks allow PCs to recognize valuable plants, bones, skins, etc. that can be gathered and sold later.

*If PCs ever 'miss' something have a greatful prisoner/freeded slave/recovered letter indicate there is somethign valuable they might have missed.

*Have grateful patrons/townsfolk/authorities grant the PCs items for a job well done.

* consider giving other types of rewards not just items or gold - permanent 'blessings' that raise stats or skills, titles that come with privaleges, deeds to land they can keep or selletc.

If you really don't like the 'magic item shop' mentality be sure to incorporate rumors of rare items, or even those able to make them, in GI checks for PCs. Let them quest for them.

Even in "sandbox" style play you can reasonably plan on where the PCs might go, or develop generic areas that can work regardless. The 'payroll' box is a favorite way of mine to make up for lost treasure.
 

Obergnom said:
2) Have a bunch of pregen Tresures handy, and hand them out, no matter if it fits the encounter or not.

<snip>

2) Well, it is kind of 'Diablo-resque' and a Hound of Thrym 'dropping' a mithral full plate is kind of weird.
Other adventurers are the greatest source of treasure for monsters. It makes perfect sense for dangerous monsters to have treasure scattered near their lairs if they regularly kill adventurers. Don't think of it as the Hound "dropping" mithral full plate, just have a dead 8th level fighter wearing mithral full plate rotting in a corner of its cave. If the PCs defeat the Hound, they just scored a major haul. If they die, they just added to its hoard. :D
 

As a level 9 group, have them take on a level 6 group for some reason. That will provide them with the baseline equipment they need, and then have that same session end with them getting a key item for each of them.

Suddenly they are well enough equipped, and it doesn't require a major shift in the "feel" of the game.
 

[IMaGel]http://img523.imageshack.us/img523/1253/55uf5.jpg[/IMaGel] Have them wind up fighting a small, but gold loaded, town interbreeding with evil Fish men.


2) Well, it is kind of 'Diablo-resque' and a Hound of Thrym 'dropping' a mithral full plate is kind of weird.
A Thrym hound will be dropping the under-equiped party. Look at the AC on it. A fully kitted party may have a hard time with that AC.
 
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I run a lot of off-the-cuff gaming but I also love a well-prepped game. The trick is to merge the two.

When you have your spontaneous encounter, look at the treasure list prior to the first attack. Choose a set of treasures that is reasonable for this encounter and give it to the NPCs. Let them use those treasures. Magic swords, magic armor, etc. Give the boss-man the best stuff and maybe give one foe a level of rogue and UMD to run the wands and such. It becomes less "random" loot and more "storied loot."

Another way to handle it is to put together treasure piles that are 3-4 levels below the party so that you can choose 2 or 3 of the most appropriate ones for an encounter.

Lastly, don't forget "rewards." Killing off a monster will often entail a reward from the locals who have been plagued by it. Forget the local mayor, bring out the Baron to provide some real coin.
 

I had the same problems. Then I started to run/play Iron heroes and all my treasure woes went away since treasure ain't no thang in IH. :)
 

I never had a problem with treasure placement. However, I don't 'wing' encounters. All encounters are predetermined. If I roll for random encounters I do it before a session, then develop all relevant details for it. Since my adventures are mostly set in the wilderness, I also determine things like wind/weather in advance.

I typically prepare twice as many encounters as I think, I'll need. Often I'll also add some encounters set in different environments close to the area I expect the party to travel.
So even if an adventure takes an unexpected course, I've got a load of unused encounters which I can use whenever it makes sense.
 

Some alternatives to whats listed above...

Weapons of Legacy: This book is great for this sort of thing. You can turn the PCs weapons into fine tuned magic items that fit them. The adventures they complete can count as the special rituals to generate their power (These would be first time weapons, not unlocking inherent powers). You can keep track of the gold they should have, and use it to cover the cost these rituals usually take. Sort of like leveling up the weapon.

Dont tell the PCs your going to do this. Simply have the fighter's sword gleam brightly when it cuts into a beastie.. suddenly doing more damage. They all might take a second look at their crappy gear to find out whats up...

Another option would be to just run with the tougher campaign, eventually they'll get geared up again. Just toss down what you want.. ( Or pick up Magical Item Compendium. Its great! ) and throw down some stuff no ones seen yet. Many of the magic items in the book enhance abilities the PCs already have, so they are fun at any level you get them. ( Like the various 3 charge per day items that enhance a specific type of spell or energy type. Fun. )

Also, you might want to talk to your PCs about tactics. If they are low of magic and equipment many of their problems can be temporarily fixed by buff spells. Greater Magic Weapon, Bull's Strength, Bless, Divine Power.. all can buff up a party and let them score some fall back items.
 

Here's a slightly radical suggestion: Every couple of levels, when the PCs level up, tell them "Okay, each of you guys currently has X amount of equipment. Retool your character sheets accordingly and send me a list of your current equipment." You simply assume that in their previous adventuring they obtained, bought, were given, etc. the items they now have. Simple and elegant. But, as I said, a trifle radical.
 

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