| Post/Author/DateTime | Post |
|---|---|
| BloodBought10-02-05, 07:35 PM | Hey everyone, I'm getting ready to DM my first campaign and I wa wondering how everyone goes about calculating treasure for games. It would be nice to have some good ideas about easy ways that I can come up with apprpriate treasure for my part whenever I want to. |
| weasel fierce10-02-05, 07:44 PM | Doesnt the monster manual give suggested stuff for various critters ? In any event, it depends on a lot. A few rowing orcs might have a few coins. A bandit lair is likely to have a fair share of jewelry and coins, but propably nothing magic. A weird magical critter, in the ruins of a wizards tower is likely to harbour a few scrolls or a magical goodie, in its lair. Of course, intelligent creatures with magical items are going to deploy them against the party, if a fight breaks out. Ultimately, of course, its all simply based off how much loot you want to give them, and how your campaign fits together. |
| Slyde Shadowdart10-02-05, 08:48 PM | DMG pgs. 51-56, Treasure rules. Generation and awarding treasure made an exact(ish) science. WF, you're on the right track. The MMs give a treasure rating suggestion for each type of monster (standard, half standard, double standard), then you jump over to the DMG, Table 3-5 on pg. 52, and calculate the actual treasure contents. You also make a good point on making treasure "judgement calls". I.e. a monster probably isn't carrying around that statuette and decorative goblet, but it probably is carrying anything useful (healing potion, MW dagger, etc.). The DMG gives a lot of good advice on this too. |
| Tiran10-02-05, 09:00 PM | I'm rather terrible at assigning treasure. I end up doing monty haul. Yet I don't like using the random treasure tables either. Heh go figure. |
| Slyde Shadowdart10-02-05, 10:13 PM | I'm rather terrible at assigning treasure. I end up doing monty haul. Yet I don't like using the random treasure tables either. Heh go figure. You can still use the tables to generate treasure without it being 100% "random". Instead of rolling, use the tables as guidelines for overall value, and then assign things that you think are appropriate. (Another thing that is discussed quite thoroughly in the Treasure section of the DMG. It's quickly becoming one of my favorite parts of 3.x.) |
| weasel fierce10-02-05, 11:24 PM | A good starting point (at least with AD&D, Im sure it still works), is to use the "official" way to generate the goodies, then remove, add or change as you find appropriate |
| Tiran10-03-05, 12:23 AM | You can still use the tables to generate treasure without it being 100% "random". Instead of rolling, use the tables as guidelines for overall value, and then assign things that you think are appropriate. (Another thing that is discussed quite thoroughly in the Treasure section of the DMG. It's quickly becoming one of my favorite parts of 3.x.) Hmm I'll have to try that next time I DM. |
| BloodBought10-03-05, 11:34 AM | Right, I have read through the treasure rules and stuff from the DMG, the problem I'm having is that the particular module I'm going to use for this first campaign seems to be set up in such a way that the only encounters that will make much sense are going to be encounters against wild animals. This is something I can see as becoming a problem rather easily because of the fact that the module will supposedly take the group from being level 7 to level 10. So I was just wondering if anyone had any practical tips on how to best utilize the treasure tables. |
| Brknlf10-03-05, 12:20 PM | I use the tables. It is good to pick and choice from appropriate areas, or roll completely random and change it only if it doesn't make sense. I usually keep a mix of random stuff and useful stuff. Its interesting to watch the players decide how best to distribute the random stuff amongst themselves to optimize its use (especially when they think they need to keep it and need to min/max to get the best use out of it). Sometimes, I'll change things to be more suitable - like if I roll up an exotic magical weapon that no one can use, I'll change it. Or, if someone is using an exotic magical weapon, I'll probably exchange out something mundane (like a long sword or axe) for the weapon. P.S.: As for the wild animals and treasure, it doesn't matter what you get (even if you completely use random generation), just so long as you place it appropriately. The wolf pack won't be running around with the vorpal long sword +5, but it could be in their layer, or on the body of a previous victim, or in the cabin of the family that got trapped in the wilds and perished near where the encounter took place. |
| Illion the Red10-03-05, 12:33 PM | Right, I have read through the treasure rules and stuff from the DMG, the problem I'm having is that the particular module I'm going to use for this first campaign seems to be set up in such a way that the only encounters that will make much sense are going to be encounters against wild animals. This is something I can see as becoming a problem rather easily because of the fact that the module will supposedly take the group from being level 7 to level 10. So I was just wondering if anyone had any practical tips on how to best utilize the treasure tables. In this case, it looks like the majority of the encounters will involve little to no treasure. That's not such a big deal. Take a gander at the expected weath-by-level table in the DMG and modify the treasures of the creatures that will have treasure upwards to bring it all in line. This will give the PCs the cash they should hae at 10th level, but they still have to work for it. |
| BloodBought10-03-05, 03:33 PM | Ok guys thanks a lot for the input. I think I'll prolly just go with the random generation (I have actually done some random generation intending to have a few already prepared treasures to be able to choose from when the time comes) and just use the idea of small bits of treasure being on the bodies of animal attack victims and the like... Thanks a lot everyone! |