Treasure bundle distribution in 4-7 adventures

Post/Author/DateTimePost
#1

telvin3d

Nov 10, 2008 15:04:14
Having run three 4-7 adventures now I think the treasure bundles are biased far too heavily towards melee items. The clear majority of items have been weapons and armor. Beyond that, all the hand/head/etc slot items have been melee bonus based. In the three modules, there has been a single Implement of any type and it was low enough level that it could have been included as a 1-4 low level item.

The lack of variety is frustrating for my players. First, the implement based players (Wizard, Cleric, Warlock) have literally no choices as even much of the armor is of the heavier varieties. Second, now that the weapon classes have picked up new items there is nothing left for them. After all, once they have taken a +2 weapon and +2 armor, having more +2 weapons and armor offered each time doesn't do much for them.

Since there seems to be an average of 5-6 items in each adventure, my suggestion is that each adventure contain one armor, one weapon and one implement of some type. Two spots of Wondrous and other slot items of a fairly random nature. After all, every items is going to be useful to some character and there are enough to chose from that we should not be seeing the same item show up over and over. Finally, one item of the consumable/weird potion/ritual type.
#2

Keith53

Nov 10, 2008 19:53:15
I assume that you have not yet played WATE1-2. Also, please realize we have no idea when the adventure is written what order the adventures will be released in during the quarter. So making assumptions that, of course, the PCs will have the weapon, armor, neck slot item covered for at that level band, would be unwise on our part.

Show
Wizards might feel happy.
#3

Madfox11

Nov 11, 2008 3:05:40
Just checked several of the 4-7 adventures, and each and everyone of them contains implements and other more generic items. The problem with implements is that they are much more specialized then weapons. So if each adventure contains 1 weapon, 1 armor and 1 implement, than chances are that the weapon and armor can be used by everybody. The implement though is going to be usable by only one class, and in case of a wizard implement, likely only interesting of one subset of wizards. Even if every adventure does contain an implement, most players searching for one are going to feel there are fewer implements than weapons because they only run across one of their type once every 3 or so adventures.
#4

telvin3d

Nov 11, 2008 13:35:09
Well, the three modules I have run are
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Core1-5, Corm1-2 and Dale 1-2
#5

Keithric

Nov 11, 2008 14:32:18
Honestly, you're going to need a lot more treasure options to actually give a good distribution. 2 armors of different types, 1 weapon, 2 implements of different types, 1 basic other-slot item (like bracers that add melee damage), 1 wacky other-slot item would give you a decent spread of options, say...
#6

kithran

Nov 11, 2008 16:16:52
Well, the three modules I have run are
Show
Core1-5, Corm1-2 and Dale 1-2
#7

Keithric

Nov 11, 2008 16:48:55
The writers have to work to the guidelines they are given, including iirc a maximum of 8 bundles in an adventure, at least one only available to low level and at least one only available to high level - thus Keithric's suggestion is impractical due to the number of actual bundles available to writers.

You could actually do my suggestion in the 8 limit - but I actually assumed you couldn't give as many options as I was describing, anyways. Just that it would give a good theoretical distribution if you wanted to cover all bases all the time, and still have a way to give out more interesting choices as well.
#8

telvin3d

Nov 11, 2008 16:49:25
I intentionally counted the Low level/High Level items separately because not all adventures have the same item with a different plus. Some have different choices depending on what level you play. Besides, it all adds to the variety of items on offer.

And while Kethric's suggestion was a little much, I think that officially encouraging a greater variety of items from a variety of item slots would be healthy for the campaign. At the very least coordinating treasure bundles would put an end to the same item showing up in three or four different adventures. With all the loot to chose from there is no excuse for the same thing showing up over and over. Perhaps a list of everything that has shown up so far so that writers can intentionally chose new items?

As an aside, what's with the 'K' names in this thread? So far we have a Keith a Kethric and a Kithran.
#9

Keithric

Nov 11, 2008 17:05:46
Well, you'll have to blame the parents of Keith53 and myself, since both sets of parents apparently chose 'Keith' for our first names.

Kithran is not so abnormal an RPG name.

Greater coordination of treasure bundles sounds good. Honestly, and I hate to say it... why not just have a public database of which magic items are where. The dedicated people are figuring it out anyways and it would stop some of the silliness.

Aside: It may be that my looking for a module to run for the wand wizard in one gaming group. Apparently it's _really_ hard to find a mod that actually gives a wizard a useful wand, and it's influencing my thinking there. Especially since the one mod that looks like it has something was played at the wrong tier to get it.
#10

WolfStar76

Nov 12, 2008 9:05:04
Greater coordination of treasure bundles sounds good. Honestly, and I hate to say it... why not just have a public database of which magic items are where. The dedicated people are figuring it out anyways and it would stop some of the silliness.

The LFR Mailing List has a spoiler database with this information in it.

There's also, I believe, a separate LFR Spoiler list that has that info and more for people who care to play that way.
#11

sithobi1

Nov 12, 2008 13:23:34
The LFR Mailing List has a spoiler database with this information in it.

There's also, I believe, a separate LFR Spoiler list that has that info and more for people who care to play that way.

Where can one find this mailing list?
#12

WolfStar76

Nov 12, 2008 13:50:15
Where can one find this mailing list?

I don't know the address for the spoiler list, but the LFR list is located here: http://games.groups.yahoo.com/group/LivingFR/

A quick search for "LFR Spoilers" produces the following group: http://games.groups.yahoo.com/group/LFRspoilers/
#13

Keithric

Nov 13, 2008 9:01:58
Thanks - that (not the spoilers, but the normal list) was exactly the info the player wanted.

Though they weren't particularly happy that the answer apparently was 'There are no wizard wands. At all. In fact, there are only two wands, one of which is only at high tier and gives your eladrin the ability to teleport once a day... and you already did that module at low tier... and the other uses an ability you don't really have for a warlock spell'. I at least feel better for saying 'Well, I haven't played like 3 of them but I only remember seeing two wands'
#14

syrsuro

Nov 14, 2008 23:10:41
Minor detail: One of the weapons listed above is a pact blade, which I consider to be an implement, not a weapon as its primary appeal is not to melee classes but to warlocks.

I say this because having just completed one of those three adventures I was surprised to find that there was no 'true' weapon in the list (only the above mentioned pact blade).

And the category of armor, one really needs to consider the difference between (for example) cloth-only armor and any armor (in this particular adventure/tier the only armor slot item that was available was a cloth only item and thus also of no use to my character).

So, realistically, from the perspective of a melee character there was neither armor nor a weapon in that adventure/tier combo.

Note: I'm not complaining about the distribution. I'm merely pointing out that simple categies of 'armor' or 'weapon' does not really reflect the reality - which is that there are many different types of items and it is probably reasonable to expect it to take 2-3 adventures for an item of the type you want to come up (and even then, it probably won't be the specific item you want).

Carl
#15

telvin3d

Dec 27, 2008 15:36:46
Well, with the 4-7 adventurers all released (with the exception of CORE1-4, which is MIA) the situation is still a little ridiculous.
For example, between all the 4-7 adventures, there is a single +2 staff. One.
However, the Staff of Storms +1, a 5th level item, shows up no less than three times in the 4-7 adventures alone, plus another couple in the 1-4 adventures. When every adventure includes a couple +2 weapons, is it too much to ask to get more than a single staff in the entire level band?

What is the deal here?
#16

joshuarandall_dup

Dec 28, 2008 14:23:29
Between the lack of minions in LFR adventures and the lack of good implements, playing a wizard really sucks.
#17

MattJones

Nov 10, 2009 17:06:26

Lol, playing a wizard sucks??  My wizard has dealt 250 damage in 1 round at level 3 (Promise of Storm +  Shock Sphere), trivalized many encounters with Grasp of the Grave, and typically has the best defenses in the party (combine Thay background, Shield, and Wizard's Escape makes him rather durable).


 


www.myth-weavers.com/sheetview.php?sheet...

#18

Uthrac

Nov 11, 2009 14:40:28

He can apparently also "Raise Dead" . . .




. . . lke on a thread that hasn't been posted to in 11 months. 

#19

Keithric

Nov 11, 2009 15:45:49

A number of feats (like Enlarge Spell) and spells (like Grasp of the Grave) have been released in the last year, so I imagine playing a wizard is quite a bit different than it was.