![]() ![]() I see magic that is found in dungeons or at the bottom of lakes or even deep pits as wind fall and never give them out with a hoard of treasure just because the hoarder was something tough to fight. They get lost or thrown away or fall into the hands of creatures when adventurers die or in raids and such. Magic items are made by people for other people. ![]() I dislike associating magic with difficulty. The kid has this revelation about this music that he had always thought was uncool and starts to appreciate the craft as opposed to the flavor. Reminds me of an episode of Freaks & Geeks where the dad realizes one of his daighter's friends is a drummer and exposes him to jazz techniques. I think the entire D&D community is going through it. ![]() It's almost like that point where as an adult you realize your parents were right about a few things after all. It's funny to me that a lot of "old hat" stuff (treasure tables, item and creature rarity, lower ability bonuses) that got abandoned in 3e is turning out to be pretty useful in retrospect and finding its way back in. But any random treasure system needs to be adaptable to a DM's preferences. I hate having to plan out treasure unless its an artifact that serves a role in the plot. That said, I think it should be an option - just one possible way for a DM to cut out a degree of planning and rely on a table if he desires. Tougher monsters required tougher heroes to kill them and loot their stuff, so tougher heroes find the better items. I like the idea of treasure types as a balance on the item rarity by character level mechanic. basic monsters can be more common at all levels than some of the wackier monsters, independent of their difficulty. The rarity of a monster or treasure does not have to be derived purely from its power it can also reflect story elements. Maybe some monsters and items don't become more rare at more difficult dungeon levels, but get upgraded in potency, like larger orc patrols and stronger healing potions. Monsters and magic items are most common at the dungeon level at which they're balanced, and then there's a bell curve of increasing rarity at dungeon levels above and below that level. This allows them an opportunity to display their new power against the same caliber of opponents.Īs for how to associate monsters and treasures to dungeon levels, why not use the rarity system here: the rarity of monsters and magic items is relative to the dungeon level in question. Dungeon level does not rise in lockstep with character level: characters should level up once or twice each dungeon level. The Haunted Forest is a level IV area, "The Heir of Destiny" is a level III adventure, etc. Dungeon level can refer literally to a level of a dungeon, lower levels being more difficult but can also be adapted to refer to the difficulty of a more scripted adventure, or non-dungeon adventuring area - e.g. It's just a terrible way to do it.Ī) You can bring back treasure types for monsters, thereby associating loot directly with the absolute difficulty of the monster.ī) Drop the direct link between treasure and monsters, and just associate both with a dungeon level (preferably denoted with Roman numerals!). They're going to consider choosing the lower level party to maximize the loot gained. Or the Baron of the nearest town is choosing which party to strike a deal with: support for defeating the skeletons in exchange for a cut of the profits. Why? They're fighting the same enemy in the same place. The level 1 party returns with better loot than the level 8 party. Two adventuring parties, one average level 1 and one average level 8, both venture out to destroy some skeletons. ![]() So the system for placing magic items in the latest playtest packet associates the power of the magic item with the relative difficulty of the encounter for the PCs, rather than the absolute difficulty. ![]()
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