combat earned gold [Archive] - Wizards Community

Post/Author/DateTimePost
BlaiseC

11-01-04, 04:37 PM
I know the DMG and MM has some charts and stuff on how much is suggested per encounter but I'm still afraid of creating a Monty Haul campaign. How much wealth do you normally accrue in any given period? Or hand out?

Blaise
masterofmayhem

11-01-04, 07:21 PM
The tables for wealth per encounter work in conjunction with the general rule that 13 encounters will make you level up. So as long as you more or less follow those two rules you will be fine. Just check every level to see whether your players are on par, under par, or above par with treasure, and just adjust their treasure accordingly (either have some stolen, don't let them find any, have them find some extra, etc.).

That said, my group doesn't get any treasure. Or, at least, not any treasure that matters. We have gotten gold (useless in Castle Maure :nonono ) and cursed items, though.

Actually, I take that back. We found some potions of Cure Serious Wounds and some amulets of natural armor +1 last session. And none of us have a free amulet slot. *sigh*
deathmaster35

11-01-04, 08:06 PM
I know the DMG and MM has some charts and stuff on how much is suggested per encounter but I'm still afraid of creating a Monty Haul campaign. How much wealth do you normally accrue in any given period? Or hand out?

Blaise
Best way is to ignore the random treasure chart. Plan out every encounter and how much exp they will give, then figure out how much treasure the party needs total to have the player average come out to the value given in the DMG. You need to allow a few exceptions to this, the number in the book is for making a character of that level, that lets the player pick what they want. For a game where the players are finding magic items, I would suggest counting any magic items that you dont know for sure that a player will absolutly love(i.e. a fighter that uses greatswords and you give a magic greatsword that is an upgrade to his current one) only value at 75% of their cost, as the players may end of selling them. In the event of selling items that lowers the overall value back down. Also for potions and scrolls or other one use items I suggest counting them only at about half their value as if they are used they dont add to overall wealth. Wands, staves and rods are a little harder to value, I would do them at 75-90% based on the item.
Basically everytime the players level you need to re-add their character value and do it all over. Just remember when adding up the character value to pretty much use the same system, if it is a weapon or wonderous item that the players hold on to but dont use just count at 75-90% depending on the item.
Its not perfect, but it works alot better than the random treasure system.
The Colonel

11-02-04, 03:20 PM
If you run a variant, low magic campaign then the whole treasure system goes to hell and takes the EL system with it.
Likewise if you run a low tech campaign (stone age up until the equivalent of late Norman level) and coinage needs to be rare, they die on you.
You can - and probably should - get used to doing without them.