FINALLY . . . The ANUBIS has COME BACK to EN WORLD!
No, it has not been a year. The actual amount of time is more like four months. Anyway, on to business.
I'm here to discuss the v5 system of giving away treasure that I like to call "Santahall On Crack". (Note: Santahall is the fusion of Santa Claus and Monte Hall via fusion dance.) Now I have some huge problems with this system, primarily the fact that combining the system with the ridiculo0us notion of counting ability scores for PCs gives away way too much treasure.
First off, I'll assume that most DMs like to stick reasonably close to the wealth by level. That said, a PC by v5 is CR 2 if standard point buy is used, and thus a party of four is EL 9 (CR 2+2+2+2=8 = EL 13; EL -4 for four people = EL 9). This means 13-1/3 EL 5 encounters are needed for this party to gain 1000 XP per person and reach Level 2.
Unfortunately, not only will such encounters likely prove far too difficult, but all such encounters will give ridiculous amounts of wealth. Here is the new treasure formula:
90 * CR +1 * (CR) +30
Let's start with something simple, shall we? Understand that Level 1 wealth is 100 and Level 2 wealth is 800, meaning each person needs 700 over the course of the level, or 2800 total. This will simplify to about 3K in wealth over the course of Level 1.
Using the above formula, a CR 2 creature gives roughly 570 gold. If we have 13-1/3 EL 5 encounters using all CR 2 (and thus EL 5) creatures, however, that gives the party 7600 gold, or 1900 per person! See the problem? The PCs already have 2-1/2 times the appropriate wealth thanks to determining treasure by CR and factoring in PC ability scores. This gets ever worse using more lesser creatures
A CR 1 creature gives roughly 210 gold. 13-1/3 EL 5 encounters using all CR 1 creatures (requiring 53-1/3 CR 1 creatures) gives an insane 11,200 gold, or 2800 per person! Now the PCs, by Level 2, have the wealth of a Level 3 character, and in addition, their CR gets another bump to where the CR/EL requirements of opponents continue going up, hiking the awards as well!
This problem only gets worse at higher levels, as you can calculate for yourselves.
My system, however, gives treasure based on EL. Here is my written explanation:
Well, after doing some checking, my proposal doesn't really work very well at all. At low levels, it totally bombs due to the huge jumps in EL at the initial levels. I guess relative treasure don't work after all!
Anyway, I've been thinking very hard about this, and I think I have come up with a solution. The ONLY possible bad thing about the solution is that wealth gained during gaming would not exactly match wealth from the tables at certain points. Then again, I don't know a single campaign where those tables are followed to the number, so the differences are within acceptable limits. All things considered, it all balances out in the end because although you get more treasure at the low end of a particular EL, you get less treasure at the high end of the same EL. All in all it's the ONLY solution that works at ALL levels.
Indeed, you must give out treasure PER EL (as you guessed at one point), and have a specific level of treasure for each EL. This of course would normally give us the problem of giving more treasure to higher level characters within the same EL, right? WRONG. By taking the average needed for every level within a given EL, you get an average amount of treasure per encounter within that EL.
In order to do this, though, you must change things at ALL levels, not just epic levels. I present to you the following chart:
Code:
EL Treasure Value Treasure Level
==================================================
1 210 1
2 300 1 (+90 gp)
3 390 1 (+180 gp)
4 480 1 (+270 gp)
5 570 2
6 840 3
7 1,110 4
8 1,470 5
9 1,830 6
10 2,730 7
11 3,810 8
12 5,070 9
13 7,320 11
14 10,920 12
15 15,240 14
16 20,280 15
17 29,280 16
18 43,680 18
19 60,960 19
20 81,120 20
21 117,120
For every value that is within the parameters of the DMG, I went ahead and assigned a Treasure Level from the DMG. The first column is the EL of the encounter. The second column is what the value of a treasure from such an encounter should be in order to keep PCs with wealth parameters. The third column gives us the Treasure Level from the DMG to use that matches those values, as per p.170 of the DMG. Five Treasure Levels will of course never be used, but that's okay. Each Treasure Level indicated gives an average of the indicated amount of treasure and thus keeps PCs within wealth guidelines. Over Treasure Level 20, it is of course up to the DM to assign treasure that is worth a total of about the given value, as per the suggestions in the ELH about not randomly generating epic treasure.
The numbers in the second column were obtained through a method similar to the one I gave you before for obtaining treasure values per level. The formula seems more complex, but it actually isn't and this is unfortunately the only way to get accurate treasure numbers. It's no more complicated than your entire CR system. The formula is as follows:
{ [ (calculated wealth for first level of next EL) - (calculated wealth for bottom level of current EL) ] *4 } / 13 1/3 / (number of levels in current EL)
That looks even more intimidating than before, of course, and likely needs explanation. What it means is subtract the wealth of the bottom level of the current EL from the wealth of the bottom level of the next EL up (because that's how much wealth should be accumulated through that particular EL), multiply the result by 4, and then divided it by 13 1/3. Then finish it up by dividing the result by the number of levels within the current EL. Remember that by the system, 13 1/3 encounters is the technical norm, and that is where I got the number of course. Of course there is an even easier way to get the following numbers, which I will get to later. Now it is time for an example to explain. The following is how you get the value of an EL 21 treasure:
EL 21 = Levels 32-39
EL 22 = Levels 40-47
PC Level 40 (bottom level of EL 22) Wealth: 6,400,000
PC Level 32 (bottom level of EL 21) Wealth: 3,276,800
For this formula, it has been shown to me that the functions of * 4 and / 13-1/3 are much more easily expressed with a single function of * .3
6,400,000 - 3,276,800 = 3,123,200
3,123,200 * .3 = 936,960
936,960 / 8 (number of levels within EL 21) = 117,120
As I said, PERFECT. This finally fixes the problems with wealth and treasure, assuming you use the wealth formula that has been settled upon. I know this is a bit complex, but then again, it's 255% necessary. You changed the way to CR/EL system works, which breaks the current treasure system by default because it was run based around the old CR/EL system. As such, there were bound to be complications when wealth was changed, and as such, treasure needed to be changed right along with it.
Anyway, problem solved.
Okay, it's not perfect, but it's as perfect as possible in such a situation. There are very small issues at low levels and some small issues regarding wealth as you travel from the bottom of an EL to the top compared to characters created and started near the top of the EL, but other than that, it's a thousand times more accurate than the Santahall formulas v5 spits out.
The only requirements are getting rid of the ridiculous notion that PC ability scores (beyond racial modifiers) need to be counted and using EL to determine treasure. For PCs' CRs, simply take Level = CR unless there are big factors (templates and the such); the ability scores, however, should be ignored except for modifiers. Treasure is simple using the formula I've presented here.
Anyway, UK thinks my formula is whack while I've proven that his give far too much wealth. Again, I assume that most DMs try to stick close to the wealth by level. Thoughts?
[Edit: Modified to include separate values for all ELs 1-20.]