Showing posts with label treasure. Show all posts
Showing posts with label treasure. Show all posts

Wednesday, July 22, 2009

Adventuring at our own pace

Our group has been playing 4e since it was released, which has been for, what, fourteen months? Our party is level four.

At this rate, if I don't kill the party outright, we'll have explored the field to thirtieth level by 2018. We'll have missed Fifth edition by then, but might be willing to try 5.5.

Instead, I've proposed to our group that I start doubling the XP per encounter; this means reducing the number of encounters by half, of course, so the party doesn't advance beyond the challenges. This is actually quite tricky when it comes to the Wizards pre-made modules, because the "dungeons" are laid out in a way that all of the encounters matter -- they aren't there just to give the party something to do from point A to point B. And it's not as simple as just cutting each encounter in half, because the challenge is no longer there.

But why are we doing it? Again, to see the higher levels of 4e in our lifetime; whether that's to determine whether we'll stick with 4e at all (after having given it a fair shake) or just to finish a campaign and start up a new, homemade one, depends on who you ask in our group.


Not that I'm in a hurry to abandon the Wizards pre-made modules. As Griff just mentioned, the treasure is much more balanced -- according to their own rules! -- than the 3.5 modules. I started to feel really bad for sticking to the 3.5 modules as written. I will be adding an item or two, and a little treasure, to this current adventure, just to pad it up to the "parcel" level described in the DM's Guide, but it's not a huge addition -- if we had a party of five characters, I might very well not do it, but since we're six, it's a little more noticeable.

One of the things I'm enjoying, as we advance through these modules, is getting to play new monsters. Griff and I have both mentioned how we like the new monster design, where many of them have that signature power or ability, like the kobold's shiftiness, or the hobgoblin's phalanx. It's one thing to read it in a book, but it's another to put it to practice (if you remember, that is).

In fact, I was actually disappointed last session when one of the new monsters, a dire wolf (oops -- forgot to mention it was dire, did I, guys?) never got to use its signature ability. Griff even posited that the creature should have been able to knock the characters prone, and to watch for it, but the triggering environment for that ability, which the dire wolf does indeed have, never occurred. Good for you, young party of adventurers!


Also from our last session, there was one of those moments that sticks in the minds of the players for years to come (such as my cleric getting attacked by every animated object we encountered, a party member using a rod of lightning through the whole party "for the greater good", the aforementioned cleric, heavily clad in armor, crossing a rickety bridge safely, while his lightly-armoured companions behind collapse into the fast-flowing waters, one losing their prized magical rapier...)

A hobgoblin ran up a flight of stairs and leaped upon the back of said dire wolf in a flourish, landing and firing an arrow in one fluid motion -- only to be hit by Griff's wizard/fighter hybrid with a thunderwave spell, unceremoniously dumping the hobgoblin from the back of the wolf, tumbling down the stairs, landing flat on his ass. Perhaps the rest of the group won't remember it as I do, but the visualization of that sure stuck in my mind. And this is why I play this game.

Treasure Island

At our last gaming session the topic of treasure came up as we picked up a few trinkets our fallen enemies had left behind.

Of particular interest was a rather spiffy scimitar and some swanky armor, both with interesting powers. While the rest of the magic items in 4E are pretty weak, I have to say that the armor and weapons are generally very well done.

Besides the expected "+whatever#" they all seem to have a fairly cool little power attached. Nothing really jaw dropping. Five temporary hit points or a free healing surge or things of that ilk. Yet they're still quite useful (even if only a Daily use) and more importantly, they're easy to remember. Mainly because your character's armor and weapons are going to be the center of attention. Weapons moreso, but even armor isn't as likely to be forgotten as some necklace or ring. For me at least, those trinkets tend to get buried and forgotten on my character sheet.

I would be curious to see if changing the magic item powers from Daily to Encounter would make a noticable difference. Maybe I can talk Crwth into trying that out for a couple of sessions. Or maybe someone out there on the interweb has tried this. If so, please let us know how it worked out for you.

The other thing that this brief topic brought to mind was the sheer amount of loot we've gained. It's no secret that the official line of modules released with 3rd edition was incredibly skimpy on the loot. The writers must have had access to the various tables and guidelines for giving out treasure, yet they either ignored them for some reason. Probably because they're jerks. I mean, a Roper against a party of 4th levels? Only a real asshole would write up something like that.

Anyways, the 4E modules have actually been right in line with the suggested treasure guidelines. Far from Mony Haul-ish but we certainly can't complain. We're just a smidge shy of 5th level and everyone in the party now has magic armor or a magic weapon, and in some cases, both.

Even better, for those of us who don't have a magic weapon (myself and our ranger Hune) have enough coin to enchant our weapons to our preference, thanks to the ritual.

Enchant Magic Item (PHB, p 304). This ritual is the cat's ass. Okay, it's a little too MMO-like for my tastes. The jaded skeptic/curmudgeon in me sees this as an obvious way to sell the edition to computer game producers who will then tout that all the kids can easily have flaming swords and armor that spits out lightning. But, putting that aside it really is a nice and useful little effect. Find some generic components and voila, you have a sword or armor that suits you to a tee.

There's some inherent suspension of belief there, but no less than in the 3.5 days when our DM had to conveniently stock the local merchant with whatever magic item we'd been pining/whining for.

While there aren't a lot of magic items worth questing for, at least we have an easy way of turning gold and gems into the item we really want.

Wednesday, January 21, 2009

Some things never change

We've focused a lot on the class changes, the combat changes, and the general change in style of 4e compared to 3.5. We even mentioned how the new treasure parcel system might make loot a bit easier to handle, and that it might make payout in adventures, especially in Wizards of the Coast ones, properly balanced.

We were wrong.

Our group just finished The Keep on the Shadowfell, the first 4e adventure. The parcels for their progression can be found on p126 of the Dungeon Master's Guide. Rounding down to just the first three levels (the party hit fourth level a few encounters before the end), the characters sure ended up short.

By my calculations, they were short over 400gp during level 1. Level 2 was missing a level 6 magic item, but had some extra gold and a level 1 magic item, to account for about half of that. Level 3 was missing a level 4 and level 7 item, had an extra level 2 and level 3 item, and had a bunch of extra gold to only partially compensate.

All told, converting to gold, the module is short almost 3000gp worth of treasure. Add in the various optional rewards reduces that by 750gp, and adding in the Side Treks could boost that by another 350gp (the party did all but one of these). That's still almost 2000gp short in treasure.


Why is this so important? Well, for one thing, our party's cleric died once early on, and party gold had to be pooled to pay for a ritual to bring him back. Rituals in general appear to be a good gold sink in the game, once they become a little more available and familiar to the party. And, having played through all 8 of the original 3rd edition adventures and belly-aching about the paucity of treasure there, I think we'd like to see our adventurers rewarded with a little more than gratitude from the local villagers for a change.

I guess I'm so surprised because the 4e rules and the new Dungeon Master's Guide go to all the effort of making loot doling so easy -- here are ten packages of loot, spread them out accordingly. Why can they not follow their own instructions?


We're starting the second adventure soon, the Thunderspire Labyrinth, and I think the module is going to need a once-over for the loot before we start, so the DM (which might not be me this time around) can pad a few things, including making up for the poor showing in the first module.

Wednesday, July 16, 2008

DMG - Rewards

I wasn't originally going to make a post solely for this chapter, since it's so short, but in the end I decided it was something worth commenting on.

Rewards, as the chapter points out, are what drive the characters, and the players, through the adventure. Whether your character loves every shiny coin and eye gem, or the player is the power-gamer who just needs that one extra level to realize her dreams, rewards represent your "score" in this game. Even for the most die-hard roleplayer, saving simple villages and negotiating with kobold chieftains can get a bit boring after a while; they want to advance to saving cities, nations and worlds, and dealing with giants, dragons, demons and deities. These are things that the lowly first-level character can't be expected to do - the only reason a dragon bothers to parley instead of attack is if the party either poses a threat, or can offer something in return. These require advanced levels, treasure, or both.

My favorite part of this chapter happens to be the change for the experience points from a variable scale to a static one. No longer do you compare each monster's Challenge Rating the the party's level to determine the experience earned; that orc is worth 200XP whether you're first level or fifth. How much that 200XP helps in your advancement is what changes. Why is this significant? It makes adventure-building a lot easier. In 3rd edition, the DM would have to look up the CR of each creature in an encounter and figure out the XP once the encounter ended - if the adventurers cleared the crypt before ridding the pass of the troll infestation, they might have gained a level and thus the trolls aren't worth as much. This prevented pre-calculation of experience points for each encounter, unless you knew for sure that the party was going to be 6th level here.

Now, adventure writers can provide the total XP for the encounter with the encounter, regardless of the size or average level of the party. Not only does this make for easier computation for the DM running the adventure, but it also allows single encounters or encounter sets (Side Treks, as Wizards is calling them) to be looked at and considered for inclusion into a module or campaign; if the DM wants to ensure the party is in the paragon tier before they get to the Dark Spire of Death, and knows the party needs another 11,000XP total to reach that level, he can flip through his collection of random encounters and pick out a couple that total to that amount.


Milestones and action points are still new ideas to me, so I'm not sure how much of a "reward" an action point is. Sure, there might be a reason to reward a party that has kept going without rest, and admittedly, an action point isn't too large of a reward, but it seems like there's more attention to this idea that it warrants. It's just an action point, one extra action. I agree it can be handy, perhaps the turning point of a tough combat (especially if you've been going non-stop through encounters), and they provide that extra surge to make the character that more heroic. I just don't know that I see them as the big deal that the rules make them out to be.


Treasure is what drives a lot of characters, whether the accumulation of wealth or the power of magic items. The figuring of loot has been greatly simplified as well. This might have taken a bit of fun out of it, with the new parcel system, but on the other hand, it does allow the adventure creator to better tell if the adventure is doling out a reasonable amount of loot. This is a system that the Wizards people themselves have needed, for they were always notoriously stingy in their published modules.

I was surprised, when I read the section on the treasure parcels, though. In the early days of 4e's announcement, there was talk about magic items being toned down, yet the suggested loot for a party of five, per level, includes five magic items (not including potions). Perhaps this will seem lower at the higher levels, where you'd expect every enemy to be wielding at least +1 weapons, and that's where the new powers system looks like it'll be useful - obviating the need for everything over 5th level to have at least +1 items. Also, with potions being all but gone, especially the ubiquitous Cure Light Wounds of old, I suppose the number of magic items is affected there.

It will be interesting to see how the treasure and loot system works out at higher levels. In 3rd edition, selling items gave you half the market value on average. Now you only get a fifth, so characters are going to be motivated to make do with what they find, or disenchant them for rituals, which I'm looking forward to trying out in the future. I also find it interesting that a first-level party is expected to find an item four levels higher than them during their first level (in fact, every level should expect magic items of +1, +2, +3 and +4 of the party level). Yes, levels are stretched from 20 to 30 now, but still, this feels significant. This means that a second-level party could potentially end up with a +2 enchanted item, or if not, a +1 with some impressive enhancements.

Of course, we're currently playing through the first module, a Wizards of the Coast production, so I'm very curious whether the loot matches the parcels at all, or if the party is going to once again be poor.

Tuesday, October 2, 2007

d%'d dude

Once again, Noonan has been reading my thoughts... his "monkeys without blinders" is how I've been doing treasure generation for some time now.

Okay, perhaps my method is not as in-depth as his -- we'll have to wait and see -- but for years now, when determining random treasure, I've always given bonuses and (as Didier Monin would put it) maluses to the subsequent rolls, depending on how the previous roll came out. Did they get very little coin? Add 10 to the gem roll. Did that end up getting them the maximum gem return? Perhaps -5 for the art and jewelery.

Perhaps, though, they're going to take it a little further (and a little more exacting -- my plusses and minuses are pretty much determined by mood), and actually have loot that makes sense together? So no Quaal's feather token in the same chest as a +3 longsword and set of +2 full plate; no fireball wand stored with the repeating crossbow. A drow with an SR11 ring and darkvision goggles??


Of course, I'm a little disappointed that such a system change didn't get put into the Magic Item Compendium. A new treasure generation system doesn't have to come with a new ruleset like 4th edition, and the new system will now have to get retrofitted into the dozens of tables that the Compendium provides.

How long after the release of the new treasure generation system until someone has made an online system that contains the full Compendium? Time me.