| 12345678910111213141516171819202122232425262728293031323334353637 |
- {
- "breadcrumbs": [
- "Chapter 4: Variant Rules",
- "Proficiency without Level"
- ],
- "breadcrumbs_spa": [],
- "category": "rules",
- "exclude_from_search": false,
- "id": "rules-1372",
- "markdown": "<title level=\"1\" right=\"Rules\">[Adjusting Treasure](/Rules.aspx?ID=1372)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTreasure and the cost of items in the _Core Rulebook_ are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if they’re fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs’ treasure drifts too far from expectations. Making it so they can’t easily sell or buy magic items will mean it’s harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the [automatic item bonus progression](/Rules.aspx?ID=1357).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Adjusting Treasure",
- "next_link": {
- "label": "Skill Points",
- "url": "/Rules.aspx?ID=1373"
- },
- "previous_link": {
- "label": "Adjusting Encounters",
- "url": "/Rules.aspx?ID=1371"
- },
- "rarity": "common",
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>\r\n\r\nChapter 4: Variant Rules / Proficiency without Level\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
- ],
- "source_raw": [
- "Gamemastery Guide pg. 198"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>",
- "speed": {},
- "text": " Adjusting Treasure Source Gamemastery Guide pg. 198 Treasure and the cost of items in the Core Rulebook are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if they’re fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs’ treasure drifts too far from expectations. Making it so they can’t easily sell or buy magic items will mean it’s harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the automatic item bonus progression. ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=1372",
- "weakness": {}
- }
|