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Treasure placing is driving me nuts!
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<blockquote data-quote="Stormborn" data-source="post: 3756595" data-attributes="member: 14041"><p>Do you primarilly do dungeon, wilderness, or urban encounters? That can effect how treasure is placed.</p><p></p><p>But here are some suggestions:</p><p>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. </p><p></p><p>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.</p><p></p><p>Take the remaining amount and distribute it around the area in the following ways:</p><p></p><p>* 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.</p><p></p><p>* 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.</p><p></p><p>* 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.</p><p></p><p>* 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.</p><p></p><p>*If PCs ever 'miss' something have a greatful prisoner/freeded slave/recovered letter indicate there is somethign valuable they might have missed.</p><p></p><p>*Have grateful patrons/townsfolk/authorities grant the PCs items for a job well done.</p><p></p><p>* 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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3756595, member: 14041"] 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. [/QUOTE]
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Treasure placing is driving me nuts!
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