Wizards of the Coast has a new 4th edition preview article posted. Today’s article discusses treasure and rewards for adventuring.
James Wyatt discusss how 4th edition treasure works in the following excerpt:
4th Edition treasure works like this:
If I put 5th-level characters through 10 encounters of their level, they’ll gain enough experience to become 6th level. They’ll also gain four magic items above their level (one 6th, one 7th, one 8th, and one 9th), and total gold-equivalent treasure equal to double the value of a 5th-level magic item, or 2,000 gp. That’s the goal, and here’s how it works out in practice.
When I’m planning those 10 encounters, I look at the 5th-level treasure parcels in the DMG. That’s the treasure I’m going to give out, conveniently divided into ten chunks. The ochre jelly’s not guarding any of that treasure, but the dragon has (let’s say) three parcels.
The 5th-level NPC has a 6th-level item—not because he needs it, but because it’s one of the treasure parcels. The characters don’t find magic items that are beneath their notice—they won’t walk out of the drow enclave with a wheelbarrow full of +1 rapiers.
I might even tuck some of that treasure away in a locked vault without a monstrous guard, and save a parcel or two for a quest reward.
It’s a lot easier to be a conscientious DM in Fourth Edition. I don’t have to add up the value of all the treasure I’m giving out and make sure it adds up—I just have to check parcels off the list when I give them out, and make sure that I’ve crossed everything off the list by the time they hit 6th level.
I like the simplicity of simply calculating the total treasure they would get in a given level and then just divvying up that treasure across the 10 encounters it takes to level up, perhaps putting multiple “parcels” in one encounter and taking them out of others. Its simple and elegant. Smart DMs did this in 3rd edition too, but its nice to now see this be the default system.
Another interesting tidbit is here:
Characters can use the monetary treasure they find, as well as the gold from selling items, to acquire new magic items. They can’t make items above their level, and can’t often afford items more than a few levels above theirs. It’s to their benefit to use the Enchant Magic Item ritual for items of their level or lower, rather than buying these items from merchants, agents, or fences, because of the 10–40 percent markup over items’ value that these sellers charge. When they want items above their levels, they have to go to merchants.
The game still works if you decide that magic items can’t be bought and sold in your world. Characters can rely entirely on rituals to duplicate the economy of buying and selling without money changing hands.
The residuum they collect from disenchanting items provides the expensive ritual components they need for the enchanting ritual. If you want characters to rely entirely on these rituals, remove the cost to perform the Disenchant Magic Item ritual, making it just as efficient as selling.
Interesting how there is now a mechanic to break down your older and weaker items and use the “residuum” collected to enchant newer items. And I also like the nod towards assisting DMs that might prefer not to have Ye Olde Magick Shoppe on every village street corner.
























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