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<blockquote data-quote="CapnZapp" data-source="post: 7637178" data-attributes="member: 12731"><p>The above table is for the players to use. As the DM, you need something else - you need to know how much gold to place by each creature.</p><p></p><p>Whereas a steady diet of encounters alternating between High and Severe difficulty lets each character level up after ten such encounters, now the amount of gold depends on level.</p><p></p><p>Whether you choose party level or monster level is up to you. Personally I suggest monster level since this means risk is met with reward, while trivial encounters give trivial rewards.</p><p> </p><p>A party of four level 3 adventurers need to carouse up a total of 120 gp to level up. This means each encounter that previously yielded 100 xp (per character) now needs to yield 12 gp (in total). You need one creature of the party's level plus one creature of one level higher to make up a 100 xp encounter. This leads to the suggestion a level 3 creature, should carry 5 gp, while a level 4 creature should carry 7 gp.</p><p></p><p>A party of four level 4 adventurers need to carouse up a total of 200 gp to level up. This means each encounter that previously yielded 100 xp (per character) now needs to yield 20 gp (in total). You need one creature of the party's level plus one creature of one level higher to make up a 100 xp encounter. This leads to the suggestion a level 4 creature, should carry 8 gp, while a level 5 creature should carry 12 gp.</p><p></p><p>Then you have the matter of distinguishing between individual treasure (carried by a single monster) and treasure hoards (suitable for a whole tribe of goblins, but maybe still a single dragon...)</p><p></p><p>As you can see, arriving at suggested individual treasure per monster level is not an exact science. I'll be focusing on treasure hoards here, mainly because that is in line with the playstyle (if all gold is carried by individual monsters, you pretty much need to kill them all anyway, and you could just keep using the default xp system) and because I used treasure hoards much more often than individual treasure when I ran 5E.</p><p></p><p>Level Gold per monster</p><p>1 2</p><p>2 4</p><p>3 6</p><p>4 10</p><p>5 16</p><p>6 26</p><p>7 36</p><p>8 50</p><p>9 70</p><p>10 100</p><p>11 140</p><p>12 200</p><p>13 300</p><p>14 460</p><p>15 580</p><p>16 1000</p><p>17 1600</p><p>18 2400</p><p>19 4000</p><p>20 7000</p><p></p><p>Note: these numbers do not impact items. It corresponds to the "Party Currency" column of table 11.1. Hand out permanent items and consumables just like before.</p><p></p><p>Now an Orc Warrior (a level 1 monster) carries 2 gp. Or maybe the band of six Orcs have no individual treasure, but carries a pot containing 12 gold.</p><p></p><p>Defeat or outwit twenty of these suckers, and the party have gained 40 gold. This is enough for all four heroes to level up! If you take them on two at a time, this (not so) coincidentally would have yielded 100 xp per encounter (for each hero), which also is enough for everybody to level up. </p><p></p><p>(Obviously you can and should vary these rewards. It is entirely okay that some monsters have little or no gold. You can have other, richer, monsters have more. Or you can place treasure in places you can't easily visit without defeating or outsmarting the treasure-free monsters. The only thing that matters is that each character gets the gold he or she needs to level up at the rate you had in mind)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7637178, member: 12731"] The above table is for the players to use. As the DM, you need something else - you need to know how much gold to place by each creature. Whereas a steady diet of encounters alternating between High and Severe difficulty lets each character level up after ten such encounters, now the amount of gold depends on level. Whether you choose party level or monster level is up to you. Personally I suggest monster level since this means risk is met with reward, while trivial encounters give trivial rewards. A party of four level 3 adventurers need to carouse up a total of 120 gp to level up. This means each encounter that previously yielded 100 xp (per character) now needs to yield 12 gp (in total). You need one creature of the party's level plus one creature of one level higher to make up a 100 xp encounter. This leads to the suggestion a level 3 creature, should carry 5 gp, while a level 4 creature should carry 7 gp. A party of four level 4 adventurers need to carouse up a total of 200 gp to level up. This means each encounter that previously yielded 100 xp (per character) now needs to yield 20 gp (in total). You need one creature of the party's level plus one creature of one level higher to make up a 100 xp encounter. This leads to the suggestion a level 4 creature, should carry 8 gp, while a level 5 creature should carry 12 gp. Then you have the matter of distinguishing between individual treasure (carried by a single monster) and treasure hoards (suitable for a whole tribe of goblins, but maybe still a single dragon...) As you can see, arriving at suggested individual treasure per monster level is not an exact science. I'll be focusing on treasure hoards here, mainly because that is in line with the playstyle (if all gold is carried by individual monsters, you pretty much need to kill them all anyway, and you could just keep using the default xp system) and because I used treasure hoards much more often than individual treasure when I ran 5E. Level Gold per monster 1 2 2 4 3 6 4 10 5 16 6 26 7 36 8 50 9 70 10 100 11 140 12 200 13 300 14 460 15 580 16 1000 17 1600 18 2400 19 4000 20 7000 Note: these numbers do not impact items. It corresponds to the "Party Currency" column of table 11.1. Hand out permanent items and consumables just like before. Now an Orc Warrior (a level 1 monster) carries 2 gp. Or maybe the band of six Orcs have no individual treasure, but carries a pot containing 12 gold. Defeat or outwit twenty of these suckers, and the party have gained 40 gold. This is enough for all four heroes to level up! If you take them on two at a time, this (not so) coincidentally would have yielded 100 xp per encounter (for each hero), which also is enough for everybody to level up. (Obviously you can and should vary these rewards. It is entirely okay that some monsters have little or no gold. You can have other, richer, monsters have more. Or you can place treasure in places you can't easily visit without defeating or outsmarting the treasure-free monsters. The only thing that matters is that each character gets the gold he or she needs to level up at the rate you had in mind) [/QUOTE]
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