Confused about Treasure Parcels

Post/Author/DateTimePost
#1

weloiavala

Oct 13, 2010 5:36:41
Hello,

So, in the hopes of launching a new campaign in a few weeks, I've started building a world, adventures, encounters and all the other fun stuff that makes being a DM great.

I was a bit surprised when I looked at the back of the new Rules Compendium and suddenly found that the treasure parcels had all changed.  So, grabbing some dice I rolled up ten level-1 parcels for distribution throughout the level 1 encounters; the end result wasn't all that different from what the old system would've given out, but I liked the extra randomness of it.

Thing is: how exactly are magic items meant to work?

I get that odd=common, even=uncommon and natural 20=rare.  And with the long-delayed Character Builder update it's possible to browse through items listed as common/uncommon.

But there simply aren't enough magic items of the common variety to fill out the treasure parcels.  (A way to sort the items by common/uncommon/rare would also be very useful.)  The only weapons, for instance, that seem to come up as "Common" are Magic, and Defensive.

So if I want to assign a level 3 Common magic weapon, what's it meant to be?

-Mike

PS.  Is it just me, or does the treasure system suddenly feel a bit more like Diablo?
#2

jesse.two.coins

Oct 13, 2010 7:02:09
when in doubt give them an eversmoking bottle lol
#3

MWSAber

Oct 13, 2010 10:11:41
As I understand the change/option is that you as the DM can assign Uncommon or Rare items and the characters can buy common items.

I beleive that Rare items are nearly all plot drivers (think Artifacts) or items that help define a particular Character.  Uncommon are the ones that will be useful for several levels of play.  Common items are the ones that playes can buy because they "need" that +2 to whatever.

#4

603

Oct 13, 2010 10:45:53
As I understand the change/option is that you as the DM can assign Uncommon or Rare items and the characters can buy common items.


Depends upon the world and magic level, though. What you can buy at WAR*MART on Abeir/Toril might not be the same as a Kappa-Mart on Athas or Uncle Ernie's Lightly Abused Arms & Armor on some other world.
#5

weloiavala

Oct 14, 2010 1:28:22
As I understand the change/option is that you as the DM can assign Uncommon or Rare items and the characters can buy common items.


Depends upon the world and magic level, though. What you can buy at WAR*MART on Abeir/Toril might not be the same as a Kappa-Mart on Athas or Uncle Ernie's Lightly Abused Arms & Armor on some other world.



Yes, the Rules Comp suggests that Common magic items should be available for purchase, but Uncommon and Rare aren't--they're only found through adventuring.  Which is cool and all, but the problem is actually with generating the treasure parcels.

If, for instance, you roll up a magic item and do so with an even number, it should be Uncommon.  Then you roll, say, 1d4+1 for its level.  If it's a 3rd level item... well, there's something like two 3rd level item... considering that nearly half the items rolled up are Common, there simply aren't that many Common items available to hand out.  Everyone's going to be walking around with Safewing Amulets...

Just seems like they didn't think it through very well when they made the rule change.

#6

elfninja

Oct 16, 2010 14:56:38
i view the change to treasure parcels as "optional", i intend to stick with the old way of doing them to prevent my players whinging that they missed out on treasure. It usualy happens that they dont even pick up a couple of parcels each adventure just because they dont check for them, or investigate or bargain enough. Least the old way there is a fixed ammount in the adventure to start with, and i dont have to go through my adventurers vaults and handbooks marking up what is common and what isnt.