What makes a Monty Haul Game?


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drdevoid said:
On a similar note to the "interesting treasure" idea, always rolling random treasure is my absolute pet peeve as a player. After a while, it really irks.

Ditto. I left a campaign because we got a big cache of treasure and the DM said 'pick any two items from the DMG' because he was too lazy to even roll randomly.

I pretty much agree with Olaf 100% on Monty Haul. The main reason I try to avoid Monty Haul, or being much over the wealth guidelines at all, is because it really skews the challenge rating system. Give a 3rd level character a +5 holy burst sword that grants unlimited teleports and heals per day...what's his CR?
 

Quasqueton said:
deleted quote
I can't believe I said that. I really hate it when some jackass quotes a perfectly valid point/advice and replies with a completely worthless piece of trivia that only undermines the point/advice. Very sorry.

Quasqueton
 

Less is more. If you are stingy with the treasure and find the party needing more its easy to add more. If you are too generous and find they have too much it is difficult to trim the fat without looking like a jerk.
 

EricNoah said:
I don't have a number for you, but here's my general treasure advice: Leave 'em hungry for more, and make sure there's a reason for it (answer questions like why hasn't it been found, why hasn't it been spent). And "interesting treasure" is always better than "more treasure." Some time spent coming up with some detailed jewelry or other artwork often pays off.

Agreed. In fact that is how I do most of my 'treasure.' I find detailed 'treasure' self creates new adventures. I've had some players oh and ah over stuff I never would have looked twice at...but that spawned adventures. Heck I've had players destroy treasure (I never saw it coming) just because the description rubbed a player the wrong way.

I rarely give out coins as treasure.

If anyone needs a starting place, I recommend 101 Mundane Treasures and Another 101 Mundane Treasures
 

When gold and treasure are earned by conquering a CR creature equivalent to the amount, the reward is commensurate with the challenge. That's standard 3rd edition gaming.

If a DM gives out far too much gold and treasure for far too easy a challenge, he's over-rewarding the PCs' accomplishment. That's Monty Haul gaming.
 

If the magic bonus on their items is higher than their level...

Seriously, I think the wealth guidelines in the DMG are good, just remember that a large amount of that should come from potions/scrolls/one-use items. No single item should really be worth more than half of a character's wealth.
 

Shadeydm said:
Less is more. If you are stingy with the treasure and find the party needing more its easy to add more. If you are too generous and find they have too much it is difficult to trim the fat without looking like a jerk.

Amen to that brother. As a DM you can also adjust on the fly. Say you throw an encounter at them which turns out much more difficult than you expected (assuming players not being stupid) there can always be that secret compartment with some treasure stashed in it.
 

meh - the cash value is not always the best guide.
my 5th lvl party is carrying around a +1 lawful sword, and a +1 flaming bow.
The sword has not been used on a CE enemy yet, and there has been/will be no chance to sell it. The bow may be a bit of an overkill - but the original owner wants it back, there will be trouble.
 

Monte Haul means "you give out more treasure than I would".

Just like Munchkin means "you're more of a power gamer than me" and Hack'n'Slash means "your game has more combat than mine".

In short, totally 100% subjective.

Of course, eventually you reach a point where you're Monte Haul by the majority of gamers' standards... still, even the most Monte Haul game probably can find another game MORE Monte Haul to look down their nose at ;)

Chuck
 

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