Showing posts with label Treasure. Show all posts
Showing posts with label Treasure. Show all posts

Tuesday, July 21, 2026

Distributing Magic Items

The first step it to identify some 475 magic items that appear in the DMG, which is more than enough for my campaign. I've never felt much need to create more than a basic few items of my own, simple stuff, refilling jugs, flasks that provide healing salves, that sort of thing. But those can be left off the table for now and we can just use what's there in front of us. This collection of items appears as a list from pages 121 to 125 of the DMG, with a lot of description afterwards, most of it inadequate to the purpose.


The next step is to identify all the "sub-types" for those listed. For example, from the list shown, we have "dragon control" potion, but not which dragon is controlled, just as we don't know which giant is controlled or which giant's strength is obtained from the giant strength potion. These sub-types are determined by an additional roll that is made in the description of the potion: for example, the dragon control potion type is determined by a d20 roll found on p.125.

The reason this matters is because what's wanted is a likelihood ratio for all items as if they they were listed together in one table. To determine at the start whether to roll on the "potions" table or the "scrolls" table, and so on, there's an initial table at the top of page 121 that one rolls on first. To get the result of a white dragon potion, one has to roll first on that top table to determine a "potion," then on the potions table to get a "dragon control potion" as the result, then that d20 table to get "white dragon control potion." That's three tables. The total chance of getting that specific potion is therefore 0.2 x 0.02 x 0.1, which equals 0.0004. What's wanted is that universal number for every magic item, so that they can all be compared with each other, dispensing with tables that need us to roll on tables that in turn need us to roll on another table.

The system is fine. But what's wanted to is to create a new set of tables, from scratch, and not use that are pre-existing... while at the same time not actually changing the chance of each item in and of itself occurring as something the players can find.

Why accept the DMG's numbers? Because I've play-tested them for 47 years and those averages may be close to the best organisation of any part of original D&D. The only real problem is that they offer a chance of getting an incredibly powerful item when rolling for things that are much more common. That's not desirable. Not at all. What we want can be found on this page of my wiki.

The concept for determining a randomly given magic item is essentially this. First, we build a separate but easy to make table for the monster being plundered:


This is the troglodyte treasure, as discussed on this post, discarding the "treasure type A" moniker completely by merely designating the amount of treasure per individual, the only number that actually matters. From the above, if you kill ONE troglydyte in his personal lair, where he's just been hanging around a bunch of time, his wealth will equal 65 c.p., 137 s.p., 326 g.p., less than one gem and therefore none, less than one jewellery and therefore none, less than 100 magic item experience (the bare minimum needed) and therefore none. This total treasure compares rather fairly with how much a 2nd level fighter player character tends to have from adventuring, so why should the trog be any different?

Of course this can be viewed as an average. The single trog may have more, or it may have less... and logically, if this is what the trog keeps as wealth while not adventuring with others, this wealth may be secretly buried in a forest (in a "lair" some 8 inches cubed that consists of a hole, a bag and a large rock on top) where its not likely to be found. That's not the point. What matters is that we have a rational total, perhaps balanced by a die roll, that assures to things: a trog definitely has something, and it isn't the ridiculous 3-18 c.p. that orcs in the original game are assumed to carry around, for purposes that are never explained, since there are no stores to spend copper pieces at where the orcs are, and in game you can't buy much more than a chicken with that kind of scratch.

What matters is not what "one trog" carries regardless — because as a DM, you're never going to throw one trog at the party anyway. You know that five first levels are going to waste the trog forthwith, so logically the trog knows that too... and knows that there is safety in numbers. A lone trog is only "lone" for one reason: it's lost where the rest of its kin are.

The Magic Item Distribution page on the wiki, linked above, includes the following line: "With 22.3 x.p. per troglodyte, the total is 691, the fraction ignored. As such, one roll would be made on Table I and one upon Table III." Table I is sketched out on the page, broken into "Common Magic Items" with a sub-table for items so unlikely that they don't fit easily into the d100 format. The Rod of Absorption, with 1 charge, for example, has a 1 in 10,000 chance of being rolled randomly. That is also the likelihood of three other rods, one staff and two different wands. The reduced likelihood deserves an explanation.

Table I accounts for magic items with 100 to 200 x.p. value as rated by the DMG. Rods have 50 charges in them and the DMG states that a fully charged rod of absorption is worth 7,500 x.p. That makes each charge worth 150... so, a rod with 1 charge fits into the Table I range.

However, the base chance for rolling a rod of absorption from all possible magic items is 0.5 (the rods, staves and wands table) x 0.03 (1-3 of one hundred of the table itself). This equals a chance of 0.0015;
but importantly, a 1 charge rod has only a 1 in 50 chance of being found among all the rods of that kind out there (by the logic I'm using), so that chance is reduced by another 0.02 to a final chance of 0.00006. Considerably less of a chance than finding a healing potion.

Here's my workup of Table I in excel (please just ignore the shading):


Everything that didn't produce enough chance to push the die roll another point in the main table was shoved into the rare item subtable, which is rolled on if 98-00 is rolled on the common table. The numbers all reflect how many charges at this table rank count against the total charges of that item: a wand of magic has 8 out of 100 possible charges, while the wand of metal & mineral detection has 13 out of 100 possible. Together, that's why these are more likely, along with the fact that the DMG makes them more likely overall.

At this point some wise ass raises a hand and says, "Hey, if the wand of illumination has 20 x.p. per charge, why can't the single troglodyte have an illumination wand with 1 charge? Huh? Why not?"

Because, totally arbitrarily, I'm setting a 100 x.p. minimum for magic. Point in fact, by the logic I've just explained, the 1 charge illumination wand would have a 0.000025 chance out of 1 (0.0025%) chance of existing at all. Thus out of 40,000 single troglodytes out there, one of them would have a single charge illumination wand. Yeah. I'm drawing the 100 x.p. line against this sort of nonsense, and pegging the table at 150 x.p. average for distribution purposes. You don't like it, you go ahead and do it your way.

I think this about covers it. I tried to manage the same process with determining the percentage of scrolls based on the scroll table in the DMG and, I must say, I'm not really satisfied that my judgment was sound there. I'm okay with the result... and at some point screwing around getting more accurate so that a number can be changed from 15 to either 14 or 16 just doesn't become worth the skull sweat. Like a bad accountant, I tend to think, "Well, I'm close... so fuck it."

See, it's the way Gygax conceived of scroll distribution on that table... which is really, really annoying. Go look at it.

That's about all. I still have to make table III (I have it in excel right now, but not laid out on the wiki) before Friday's game... unless, of course, the party all die or they fail to get the treasure. But I don't know they will, so I have to ready that table in case they succeed.

Are we all having fun?

Monday, July 20, 2026

Calculating the Value of Pretty Stones

I haven't touched on this for awhile, but it's relevant so I'll give some background.

Sorry I can't publish this in a larger format. It opens fine in another window, though.

The list here includes "ornamental stones," the commonest sort, the kind that Blaine recently referred to as "fish tank" rocks, which isn't far wrong. Yet while it's true that a "cherry-sized" rock that's an agate is worth a mere 30 c.p. in Budapest, I rush to point out that 30 copper coins weigh about 1.62 pounds, the same size agate weighs just less than 2/5ths of an ounce. Chat tells me it takes about 540 such rocks to fill the bottom of an 18 by 12 inch fish tank, which equals 16,376 copper pieces of value, or about 85 g.p., at a weight of about 13 pounds. 85 gold pieces weighs about 21 and a quarter ounces, so polished agates clearly aren't worth their weight in gold, but still, not bad.

I think the real issue isn't that "low price gems" don't have a meaningful value, it's rather that the encumbrance of things really isn't considered very closely, and most every "value" is compared to the player's need for the next experience level. 85 g.p. is not going to get a group of 5th level players very far down that road, so it feels pretty silly when that's all the gems are worth.

The table above is highlighted where the gemstone of that size is worth 5 g.p. or better on it's own. For the agate, that's a chunk the size of an apple, 8.65 cub.in., about the size of a Spartan. 540 of those would fill a chest that's two feet long, 18 inches high and 18 inches deep... or about five to six standard bushel baskets. Their total value would be 2,951 g.p. and their weight about 447 lb. That amount in gold pieces would weight 46 lb., for the sake of curiousity.

I promise, if I give that weight of agate to a party, they're going to figure out how to move 447 lb.

But, all this is old news. I've had these elements as part of my gems table for a long time. Why bring it up now?

Well, because the standard AD&D table produces a "10 g.p. gem," not a "10 g.p. agate," and I've never been able to reconcile the old table and my new work in a way that I could produce it quickly in game play. But, thanks to ChatGPT, I can now.


This is a basic, simple table, with every line representing a randomly generated gem. I've replaced the DMG labels of "ornamental, fancy, semi-precious..." et al because I've repurposed those labels for the gems themselves. The "bead" essentially equals the 10 g.p. category from the DMG, with the "bauble" equalling the 50 g.p. category and the "gemstone" being the 100 g.p. Here, the combination of "stone" with "gem" is meant to convey that we're not talking about shining glistening jewel that the hero reaches for in hand of the enormous statue in some treasure room... that would be a "brilliant." Gemstones are just the everyday decently valued "stones" that have beauty but a fairly ordinary presence in a lapidary's shop.

Simply explained, the "gem" (used as the general term) is rolled on the far left on a d100, adjusted from the DMG. I'm using 01-44 (bead), 45-69 (bauble), 70-85 (gemstone), 86-95 (gem), 96-99 (jewel) and 00 (brilliant). That's a sharp change from page 25 of the DMG, if you want to look it up.

The formulas get so long here that it's not practical to show them inside the table... so this part is just for the excel nerds. Normality shall ensue soon. But, here's an image for framing what's going on, showing just ten generated gems



The DMG stipulates that each stone gets a d10 rolled for it, and if a "1" is generated, then that stone goes up to the next category: that is, a bead becomes a bauble, a bauble a gemstone, a gemstone a gem and so on. I wasn't sure how to do this in excel, but ChatGPT managed it of course. This is the formula appearing in the M column:

=IF(L3=1,IF(B3="sm bead","bead",IF(B3="bead","bauble",IF(B3="bauble","gemstone",IF(B3="gemstone","gem",IF(B3="gem","jewel",IF(B3="jewel","brilliant","lg brilliant")))))),IF(L3=10,IF(B3="lg brilliant","brilliant",IF(B3="brilliant","jewel",IF(B3="jewel","gem",IF(B3="gem","gemstone",IF(B3="gemstone","bauble",IF(B3="bauble","bead","sm bead")))))),B3))

On a 10 rolled (no examples on the table), it downgrades the stone to the category lower. If a "brilliant" is pushed up, it becomes a "large brilliant;" if downgraded, a "bead" becomes a "small bead."

Thus, you can see that line 9 changed "bead" in column B to "bauble" in column M. That allows column N to reassess the value:

=IF(L3=1,IF(M3="sm bead",C3,IF(M3="bead",D3,IF(M3="bauble",E3,IF(M3="gemstone",F3,IF(M3="gem",G3,IF(M3="jewel",H3,IF(M3="brilliant",I3,J3))))))),IF(L3=2,K3*2,IF(L3=3,K3*(1+RANDBETWEEN(1,6)/10),IF(L3<9,K3,IF(L3=9,K3*(1-RANDBETWEEN(1,4)/10),IF(L3=10,IF(M3="sm bead",C3,IF(M3="bead",D3,IF(M3="bauble",E3,IF(M3="gemstone",F3,IF(M3="gem",G3,IF(M3="jewel",H3,IF(M3="brilliant",I3,J3))))))),K3))))))

This is doing a bit more. A roll of "2" doubles the original value, a roll of "3" adds 10-60% to the value; a roll of 9 reduces the value by 10-40%. All this is done automatically, so I don't have to think about it.

Column's O through R then do a second basic check, in which another 1 doubles the size of the gem. I did not use any other modifier for this column, because I really don't want to generate smaller gems. 5 g.p. is about as small as I want to bother about.

Then, the fun part. And oh, how I like this.


This shows the calculation for fitting in those gems that have been created by the pricing table correctly to the value generated by the table. Here, I'll show this without the formula, adding a few more lines and all the relevant columns:


There we are. Look at line 3: a roll of 78 produces a "gemstone" with a value of 100 g.p.; two worth checks adjust the price not at all, so that it remains what it was. BUT... and this is the absolute bliss of this thing for me:

Never again do I have to tell a player, "you find a 100 g.p. gem." Nope, it's a "tourmaline the size of an almond." The actual price of the thing is not a 100 g.p., as it happens, but that's how much x.p. I'm going to give for it. The price will matter as to where it is sold.

By the way, I don't know why there are five walnut-sized fire opals... I pressed refresh and got none. Just coincidence. Here's the lookup page for those interested, though it's not easy to read in this format.


For the first time in, what, nearly 20 years, I feel like I don't have enough varieties of gem. That's just awesome, I think.

This same structure more or less can be applied to jewelry, but I've just done a little bit of work with that so far. The look-up page can be effectively endless, but it is also has the unbelievable potential for work that will never end.

As such, when I pick up the next post on treasure, it'll be about magic.

Thursday, July 16, 2026

Fixing Treasure Tables

I should be writing a post describing the events of the Discord Campaign, Friday the 10th, but I've been working on a different project related to that campaign... in fact inspired by it. All this is old school stuff, so it won't help you with your later edition game. Sorry. My fixes are always in some way related to AD&D, not because it's "good," but because its familiar. I know where all the bugs are.

As such, this post isn't going to make a lot of sense to many except us old farts, but...

This horrid piece of trash is the infamous Treasure Type table from the original Monster Manual:


This is as much as the screen capture would produce. I could pull out my own manual, put it in my scanner and give the whole thing, but as I don't care (and it's probably somewhere on Google), it's sufficient for my purposes. The concept is more or less this: a monster such as a "troglodyte," which the party has been fighting of late (31, by my count), has a specific "type" of treasure, as shown below, beneath % IN LAIR.

The trog's "treasure type" is A, the first line on the above image. It shows a 25% chance of 1-6 thousands of copper, a 30% of 1-6 thousands of silver... and so on. We don't need to get excessive with listing things there. The idea (and no, this isn't the whole story, but it's the part we're going to use, so just roll with it) is to roll these and then compare the numbers obtained with the "No. Appearing" on the trog page. Thus, if you get 5,000 c.p. on the treasure type table, and you find 1 troglodyte in his "lair," then presumably he has 5,000/100 = 50 c.p. in his possession.

Like I said, no, it's not exactly like that. There's a lot of silly rules that are in no way consistent throughout the books about lairs and minimum numbers and so on, but please ignore that. It's not relevant.

Like most people, I've always hated the treasure table. The players always wind up fighting something hard and a bunch of bad rolls arise so the players end up with a paltry amount of treasure... so you have to ignore the shitty table and just give straight treasure as seems best. Or the players fight the easiest battle they've ever had and suddenly the treasure table works in their favour. It's too random, too inconsistent...

And yet, I've always felt that on some level, it was the good root of an idea. Only, I spent about fifteen years occasionally trying to find it to no avail. No matter how I turned the numbers around or made the rolls, it just wouldn't provide a consistent, practical number. A certain number of troglodytes should consistently have a certain amount of things, just as any large group of people that act independently accumulate a reasonable wealth merely by existing. Trogs have a fairly decent treasure, compared to orcs, say. And they ought to. The trogs my players have fought over two sessions have killed one of their party and have come very close to effecting a total party kill. The question, though, is how to produce that treasure logically, without pulling a number out of our ass.

But after years of failing to produce such a number, I sighed and, before launching this blog in 2008, I'd long since quit trying. Now and then, someone here has asked me about assigning treasure, and I've had no answer.

Until, I think, now.

Starting by compiling the original numbers for Type A treasure:


Those are the excel functions. We start by ignoring the "random" generation and just multiply the percentage of a type of coin against that amount of coin, doubling the chance of each type. Thus, it's 50% for 1-6 thousand copper (average 3500), and 60% for 1-6 thousand silver. The number of gems is 100% times 4-40 (average 22), while jewelry is 3-30 automatically also (average 16.5). We treat magic as special, ignoring the percentage, counting 3 treasure. Magic items are a special category and are dealt with differently, as I shall get to eventually (and not with this post).

It'll be helpful to see the calculations of the above and here they are. Adding up the total experience from each, we get a total of 113,076 for 100 troglodytes... dividing that between the 100 possible appearing, that's... 1,131 per creature.

Wait a minute. What?

Is that 97,000 g.p. next to jewellery a typing error? Why the hell is it so bloody high?

Well...

The "jewelry table" (American spelling) appears on page 26 of the original DMG, reproduced below, with it's description intact.

For reasons that surpass all comprehension, there's a 60% chance of getting an average piece of jewelry that's worth more than 1750 g.p., and an incredibly 30% chance of getting a piece with an average of 5,000 g.p. altogether. In fact, if you balance out the average across the table, the average is 2,910 g.p. per piece on the first roll.

However, the rules state that you should roll a d10 and a d8 to see if the "workmanship" or the "inset gems" are exceptional in some way... and if you use this rule, you get an average of 5,919 g.p. ... not because rolling a 1 on either die is likely, but because the cumulative effect of rolling said dice on multiple items creates jewellery of simply extravagant results. Jewellery by itself totally dwarfs the rest of the treasure types table, whenever it occurs... and frankly, though I've been at this game a long time, I can't ever recall having noticed this before to this extent. It's enough to convince me that I must have the math wrong, somewhere. Still, I can't help looking at those odds of getting an average piece over 5,000 g.p. That alone, even if I've screwed up the average (and I may have, I'm not perfect), is enough to make me feel that jewellery table needs serious adjustment.

Here's my new table... formula version first.


This really isn't a complicated calculation. It generates a d1000, then divides the chances of that between "wares," "valuables," "treasures," "adornment", "regalia" and "masterpiece."  A big problem I always had with the DMG table was that "gold with gems" doesn't really mean a damn thing since I don't know the type of jewellery (necklace vs. earring, for instance) or how much actual gold vs. amount of gems is being used. So, that's tossed in favour of trying to capture a "use" principle in these expressions.

"Wares" (20-80 g.p.) are valuable things one might own in a living space. "Valuables" (80-480 g.p.) are things that someone of the merchant/artisan class might especially esteem, but really is still just a higher quality ware. "Treasures" (240-1920 g.p) are the sort of thing that are kept either hidden or under lock and key; they're just too valuable to leave lying about.

"Adornment" (480-4800 g.p.) falls into things that are designed specifically to be worn or carried on a social-authority level, short of an actual monarchy: a guild or captain's crest, a lord or bishop's evidence of office, that sort of thing. "Regalia" (1440-7200 g.p.) thus fits the category of what a monarch wears; logically, one monarch may wear or carry half a dozen such items. Finally, the last category, the "masterpiece" is a one-of-a-kind artwork, worth (4050-13500 g.p.). Said regalia may be something that is in fact being sought after; or it may be something long forgotten from another age. Masterpieces might have a lineage of who made them or where they're from... but that's not necessarily something that needs tracking in the creation of the table.

If you transpose the above formulas, you can create a series of lines in which each line produces a result:


To be honest, I've played with this and regalia/masterpieces come up a bit too often... that might need some work. But as it's built now, the table produces an average jewellery value of 376 before checking for special... 414 if a "1" rolled merely doubles the value of the jewellery.

Lost? I hope not. I've tried to explain this as carefully as possible. Multiplied against those 16.5 jewellery in our original table, the total value of jewellery is down to 6,837... very close to the gems, though the two numbers are arrived at separately. So I'm fairly pleased with that amount.

But what about the 90,826 experience lost from the treasure type? Do we just throw that away?

Here's where things get fun.


Starting with coins. I don't use "electrum" and "platinum", so the latter is folded into the value of gold (125*5 = 750 x.p.)+4400 g.p. (4400 x.p.); this is then added to 85%*that 90,000 we lost from jewellery... and the total of all three of these together is divided by three. The total is that shown: 32,696 g.p. per type A lair.

Electrum's 1225 x.p. is added to silver's 105 x.p.; then 10% of the lost x.p. from jewellery is added to this and again, the total is divided by three. THEN, importantly, I give players 1 x.p. per 3 silver, rather than the silver value in gold. Thus, we get a nice tidy 13,756 x.p. for the silver that's here.

Finally, copper's 4 x.p. is added to 5% of that lost from jewellery and the total is divided by 3. I give 1 x.p. per 4 copper, so we get 6,528 x.p. from the copper found. With gems, jewellery and magic, the total is 54,804... without my needing to build a new treasure type table from scratch.

Crazy? Perhaps. But I like the number 553 x.p. per trog. Since my experience system gives 10 x.p. per hit point, plus another 40 x.p. for every point of damage the players suffer, the party has already achieved more than a thousand each from getting banged around during their various fights. Another total of 17,000 x.p. on top of that (yes, party members, there it is in the room with you, right now, just waiting for you to win one more battle) seems perfectly fair.

I could build in a 25% swing, so that dice are rolled to permit 75% to 125% of the totals shown here... but just now, I don't see the sense. These trogs have a reputation as raiders, so it doesn't make sense for them to be short of treasure from that. Just now, I want to see how it plays out.

The next post I write will be the campaign, and then I'll pick this up again... if you're interested. I swear to St. Crispin's ashes, if this post doesn't get at least five comments, I'm not writing another word on this subject.

Thursday, October 3, 2024

Game Imbalance

I am sorry to say that the Authentic Wiki still isn't active, though it should be. I have no idea why. At present, the service company is overwhelmed with their move so there's nothing to do now but wait. I'm assured it should be restored some time tomorrow, if not later today.

Yesterday I received a missive that was grateful that I was establishing a taxonomy for D&D game preparation. It might be good at this point to briefly explain that I haven't invented this — it's the basic design taxonomy that applies to everything that built or prepared for in the world.

Research, to start, involves gathering the necessary tools and understanding the mechanics, methods, and world elements available for the game. This is the foundation, like identifying the raw materials and technologies available to you. I've defined this as understanding the rules and anticipating the player's actions as a form of discovery, to determine what parts of our game we should expand and focus upon.

Estimation is about calculating what is needed in terms of resources and costs to successfully execute the creation of a given thing. This step involves weighing costs, both literal and metaphorical, such as how much detail to include or how long a session will last. I've described this as including preparing ahead of time specifically for sessions and the specification of what's really essential for our needs. This is like buying only those things we need to get the thing built.

Planning is the architectural phase, where you organize the components of what the project needs, bringing them to the site or storing them on the premises, whether we're talking about building a house or readying a kitchen for the food it needs to cook that day. I've been describing these things as laying out the setting, fixing the combat system and explaining how intrigue works. With this post, we're going to discuss the party's accumulation of resources, wealth, powerful items and overall status.

Running the actual game is, therefore, the "manufacturing process", where everything that's been researched, estimated and planned is put into practice. This is where all the design phases come to life, where the interaction between players and the dungeon master happens. Our earlier discussions of how players can be better players fits into this overall process as well, as everything we've discussed so far contributes to a smoothly running team that's capable of making a fine product that's in high demand.

To continue...

Wealth and resources serve as a key driver of the party's decisions because they represent opportunity and power. Wealth opens doors to greater influence, better equipment and the ability to overcome more significant challenges, as does the accumulation of experience and personal abilities. It is these things that compel the players to take greater risks, exploring dangerous parts of the setting or involving themselves in wide-reaching conflicts. If players don't feel pushed to acquire these things, it's because they're already so overpowered they don't feel especially threatened by the game's structure. If they deliberately avoid situations of danger, because these are always presented as a choice, then this is a clear indication that the players are content with what they have and don't feel any strong need to threaten or adjust their status quo.

"Comfort" is an undesirable quality in a player. There is an adage about the removing of limpets from rocks; limpets are incredibly tough, resilient sea creatures that, once fixed to a stone surface, are nearly impossible to remove, even with the blunt force of a hammer. However, if the rock is lifted out of the water and set in the open air, the limpet will move of its own accord, to a different rock that is submerged. In essence, we have removed its food supply; we have made the limpet uncomfortable. This is what must be done with players who are unmotivated by the accumulation of wealth and other things.

Therefore, we must do more than "award" things; we must also continuously plan to remove the players from their "food supply," making them feel that they NEED to act in order to survive or thrive, which invigorates their engagement with D&D. This requires more than merely having their stack of coins dwindle or their food supplies sour; it isn't enough to tax or gouge them at the market. We must physically, like the limpet, place the characters in situations where getting themselves out of the trouble they've landed in requires that they actively move in the direction of safety.

The premise of accumulation must be that the more we have, the safer we are — or, at least, the better chance we have of securing a foothold in some part of the setting where we control most of the ways where we might be accessed by a potential enemy. This ought to be the real reason why players are eventually driven to the construction of a castle... not for the sake of their vanity or prestige, but because this is the safest of possible places into which they might retreat.

But a castle is a long, long way off for any common group of adventurers at the start of a campaign. To possess such a place would mean hundreds of treasures that would need to be fought over and gathered. To succeed in this would undoubtedly require many precious, treasured objects of power that would break the backs of our enemies and expose their hoards to our greedy fingers. The overall process demands risk, which requires players with courage who are prepared to gamble their characters like chips on a craps table... a vast, complicated version of that game with many kinds of dice and points that need to be made at exact moments and in exact ways.

This, however, is the players' perspective. The dungeon master has a separate difficulty at hand; how to establish the pace at which this acquisition of treasure is accumulated. We know that it cannot be too much, else our limpets will settle and cease to engage. This, however, doesn't tell us anything about what the amount of "encouragement" is appropriate.

There is a common sense that players, if given too little treasure, are liable to become discouraged or disengaged from the game; this might be true, if the full experience of play is designed almost entirely upon hack, kill and take the treasure. There are other considerable angles of the game, such as the aforementioned intrigue that we can invest the players in, as well as participation in achieving their hopes and dreams, which we'll discuss in the next post. It's entirely possible to run a game of D&D where the players are so impoverished as to be hardly peasants, without this disengagement taking place. Therefore, we should not overly measure the importance of "giving the players what they want" as something that need concern us.

What we're looking for is the "sweet spot" of treasure giving. This is, unfortunately, always framed in the usual discussion of "too much" or "too little," which may properly describe some of what we've just said here. In terms of knowing the right amount to give, however, this comparison is a dead end because it fails to address the real problem, which is how to make treasure consequential in a meaningful way. The right amount cannot be measured by what it is NOT... we'll chase our tails unto eternity pursuing that solution.

Instead, we must use our good sense to calibrate the impact of treasure, whatever it's form, for this includes the conveyance of status upon the party as well, in terms of how we see it, moment to moment, affecting the party in REAL TIME. This requires that we see treasure as more than a thing that adds to the party's pile. It is a catalyst for change within the game's ongoing function, having ripple effects in numerous ways. For example, if a player's character has just acquired a specific powerful tool, their desire is to apply it like a hammer to every "nail" in sight. This can be fun for a while — but if this habit persists, we can easily see we've given the player something too BIG for his or her britches as a game participant.

This doesn't mean we can rush in and take it away; we've given the thing and within certain boundaries, we must blame ourselves and chalk it up to experience, learning not to do this again. In the meantime, we can concoct events in the game where the "hammer" is less effective, or not at all, and wait for the day when the player's character gets into some corner that they fail to get out of. Then we can, with a clear conscience, quietly remove the object from our campaign. I do not say we should engineer this corner; if the game we run is dangerous enough, and the player overly secure with their toy, that won't be necessary. Though problematic, such issues must be solved over time in a manner that is both practical and respectful of player agency. After all, we gave the item; it is on us to suffer the consequences.

It can be seen from this example that what's wanted is a positive, progressive experience for all the players at the same time. We want them to do well, and towards that end, we give them a goodly amount of treasure and nice items that simultaneously empower them, just enough that those "ripples" through the game don't excessively shape the game's structure to the players' benefit. On our side, we can always merely double the number of dangers the players meet; there are always enough enemies to place before the players, because we literally conjure them out of thin air. Therefore, in considering what is "enough treasure," we may equally consider this against the question, what is "too much monster?"

I resist the use of the term "game balance" as an ill-defined concept that is vague and overused. Instead, let's merely stress that both sides of the equation — treasure and challenges — must be something we weigh constantly in the back of our minds as we plan every part of the game. Importantly, BOTH are fluid and easily adapted to each moment during game play, so that as one increases, the other must be managed in a like fashion, though not necessarily in a "balanced" fashion. Balance describes a situation where different elements are equal or in correct proportions to one another. This is NOT what we want! At times, we definitely want power tipped in the players favour, so that occasionally they'll experience the thrill of wasting their enemies and carrying piles of treasure and other goodies away, shouting with glee as they go. At other times, we should tip that power the other way, where the monsters are so threatening and perversely dangerous that the players exist in a state of abject dispair, wondering how they shall ever emerge from this hellscape. So it is with a game that, unlike a story, has no "act structure" because it is perpetual. Sometimes, the game's litany is that of a dangerous climax; at other times, we are in the midst of a new adventure's onset or some sort of denouement. The uncertainty of the player's accumulation of goods vs. the world's danger ebbs and flows like the deck of a ship — where perfect "balance" only occurs when no wind is blowing.

Therefore, there is no such thing as a "sweet spot" where the giving of treasure is concerned... which is no great comfort to those who began this post thinking they might at last be granted the answer to this long-debated question. The right "spot" is as changeable as an empty bucket rolling about on our metaphorical deck. We must, as the DM, decide in the moment where that bucket is, and fill it precisely to where it can either cease to move or rather scatter its contents as it rolls. Like the challenges that the players face, treasure must be fluid and adaptable. At one moment, a large haul of treasure might be exactly what the players need to feel a sense of accomplishment after a grueling battle. In another moment, that same amount could tip the scales too far and make future challenges feel trivial. With too little experience, we're always going to wind up giving too much or too little. The best we can do is try to make up for our shortcomings when we've done misestimated — and comfort ourselves with knowing that sometimes, the players need to feel flush with wealth. At other times, they need to be struggling. For good or ill, if we've goofed, and made them feel either at the wrong time, we can take comfort in the knowledge that next time, if it seems the right time, we'll make up for it.

Monday, April 17, 2023

Plunder

Frankly, regarding Encounter Area "A" of the Keep on the Borderlands module, I can't see how a player part of five characters could survive.  From the group that jumps the party just before reaching the entrance, through to the common chamber, there are 65 kobalds and 18 giant rats, altogether.  These have a total of 210 hit points.  Though only one of these has more than 5 hit points, and most have less than 4, it would still require a total of 83 successful attacks to kill them all, more than 16 rounds of attacking, assuming no player character missed or rolled less than the number needed to kill.  In the meantime, the number of attacks the kobalds would have in their turn, even as they died in heaps, would probably kill the party unless the party were somehow possessed of above average armour for a party of 1st level.

At least, if I were to run it.  The huge distances between rooms were obviously a set up for the party to be able to dispatch the kobalds in isolated groups, in tight spaces, helping to balance every combat in the party's favour.  This, of course, makes the lair fairly useless to the kobalds.  They'd do better if they were camped outside on the grass, so they could attack any invaders en masse.  The only reasonable argument for humanoids to live underground is to construct that underground in a way that makes them impregnable ... not in a way that divides up their numbers and scatters them so a small group of pillagers can butcher them.

Let us, however, ignore all that and allow that somehow the players have won.  After killing the forward guards, they've moved through the lair and cleaned it out.

To remind the reader, we suggested giving information about the dungeon to build the player's expectations.  We suggested that this dungeon was one to which a princess was kidnapped, and that although there were rescuers, neither they nor the princess were ever heard from again.  This doesn't seem to fit with the presence of a lot of kobalds, that somehow mere 1st levels could dispatch.  For the sake of continuity, this is a matter that has to be addressed.

But first, consider the party as the last kobald falls.  Their first concern is not going to be with the unremarkability of the kobalds, but with treasure.  Therefore, let's dedicate this post to treasure and pick up the continuity later.

[as a DM, we have to think about more than one thing at a time, but as a blogger, we shelve whatever we want]

The treasure given for the kobald lair in the Borderlands module is an average coin total of 89 gold, 235 silver, 22 electrum (2 electrum per gold) and 203 copper.  In addition there are three objects amounting to 1,650 g.p. (though the description of one object clearly defines it as being worth 400 g.p. and 300 g.p. at the same time; an error).

Assuming the old AD&D experience award for combat, each kobald or rat is worth 5 x.p. +1 x.p./hit point.  The chieftain might have a rating of 10 x.p. +1, but that's arguable.  All experience, counting coins, equals 2,383, assuming the AD&D rule of awarding 1 x.p. per g.p.

For five 1st level characters, this is a very shitty haul.  The odds are decidedly stacked against them, and if I were running the players would definitely die, but the total treasure given, divided evenly among the party, gives the fighter less than 25% of what's needed for second level; the mage doesn't get as much as 20%.  A thief gets 38%; a cleric, 31%; a ranger, 21%.  It means that for most of these characters, they'd have to fight the same total combat, with the same skills and hit points, four or five more times just to reach 2nd level.  That's appalling.  It indicates tremendously bad design, from the number of kobalds met to the amount of reward for killing them, all of that past the layout of the rooms and virtually everything else about the encounter.

These were things that my early D&D companions and I spoke about with nearly every running.  What is too much treasure?  What is too little?  Gygax talks about this in the original Dungeon Masters Guide, but personally I don't believe he mastered the solution, or perhaps his head was so up his ass he couldn't master it.

I don't agree that automatically giving the players a level for having beaten the kobalds is a good solution.  It sounds like one; and for games with non-tactical designs, it's nearly always the only solution, since the one alternative is for the DM to produce a number out of the air and go with that.  Unfortunately, not every combat is "level-award" worthy, and they become less so once the players advance past fourth level.  For myself, I have zero desire to increase a druid's level from 12th to 13th on the basis of one encounter, then from 13th to 14th on the next encounter.  This drastically cheapens the meaning of level and fails to give the player any sense of hard-fought-for accomplishment, as all they need do is pick a fight they think they're sure to win.  And if I punish them for that by not rewarding them with a level, because the fight wasn't "dangerous" enough, then they've just fought a battle for no good purpose at all, encouraging resentment of me and the game.  This is encouraging a bad pattern.

I have created solutions that reduce the problem, and written about them both here and on my wiki, but as I've said before, this is about your solution as a DM.  You need to find a way to reward treasure without your influence deciding by fiat what treasure is given.

When you figure that out, please tell me ... because I haven't found that particular solution yet.  After the designing of many tables based on elements like how long did it take the players to overcome the obstacle, how much damage did they take, how many creatures did they face, what ratio exists between the players' average level and the monster groups total hit dice, etcetera ... and every calculation I've made along those lines has proved unsatisfactory.  The result is either too little treasure, or too much.

The only solution I've found is this: give what seems right.  Unfortunately, "right" is an extremely squidgy subjective thing, requiring the DM to understand elements of the game according to an esoteric perception accumulated through thousands of hours of play.  And I've met many DMs who, despite those thousands of hours, don't seem to understand one damn thing about the game at all.

Advancing some principles underlying my convictions on this would be appropos at the moment, so I'll try ... but these are not things roaming through my mind during the game itself, when I have to produce a number from the air and make it the right number.  That I do by instinct.

To begin, characters never deserve to go up a level.  The value of the level itself is that it provides an option in play that did not previously exist: an action, an extra spell, a type of spell, meaningful improvement in some former ability and so on.  The player should NOTICE this change sufficiently enough that it's highly memorable from the last time the character advanced.  If the effect of the level change is so meaningless that the player failed to notice, then he or she won't care about the next change.

To put this another way: Geoffrey entered the campaign at 1st level and found that in each combat he barely had enough hit points to sustain two hits.  He found himself at zero, or less than zero, on more than two occasions and it produced a feeling of wanting to hold back rather than wade in.  Then Geoffrey went up a level; he rolled his hit points and found, lo and behold, he could sustain three hits instead of two.  This appealed to his consciousness the first time he took a hit and found himself down to 9 hit points.  "Hm," thought Geoffrey.  "I've been here before.  I've fought quite a few battles where I started at 9.  I'm doing okay.  It's good to be 2nd level."

It matters that Geoffrey spent enough time at 1st level to feel what it's like to be 2nd.  It matters that Juliette discovers, upon reaching 2nd level, that she has two or three spells to choose from, instead of just one or two.  And while we're on that point, if all of Juliette's spells are the same spell, then the difference between two and three isn't that great ... because it's not noticed until the END of the combat, rather than at the beginning, like Geoffrey's hit points.  By the time Juliette gets around to noticing she still has one spell left, a lot of the combat has happened and that third spell feels like a bit of a let down.

I hope the reader understands how these tiny nuances affect play.  If Juliette goes from two different spells, that do different things, to three different spells, it doesn't just increase the number of times she can cast magic missile.  It affects the number of different situations she can counter, getting rid of her being the one trick pony she was at 1st level.  Unfortunately, the choice by many game designers and DMs to allow players to simply up the number of times they could cast a favourite spell butchered any possibility of that character's growth as an INVENTIVE influence on the campaign.  Not to mention that it drastically limits every other character as well, who know that the mage is going to bring the thunder over and over, no matter what I do as a fighter or a thief.  So who cares?

Maintaining this adjustment from a lower level to a higher level says that we cannot give so much treasure that the players simply jump level after level without gaps between.  Thus, the kobald lair described shouldn't include so much treasure that everyone in the party goes up a level, especially if this is their first encounter in the campaign.  Even if the battle almost killed every one of them, even if they find they've got a collected hit point total of three, with two of them unconscious, this does not mean they "deserve" to level.  They deserve to know that this is what life is like at 1st level.

I couldn't rightly say, however, how much treasure ought to be given, because that depends on a lot of things.  First, that the kobalds ought to have an amount that fits with their presence in the game world.  We should calculate treasure according to logical assets.  At any given time in my life, the amount of money I held in a bank account was never meaningful compared to the value of the things I owned, that surrounded me.  Everybody understands this, when they finally accept that the bed they're sleeping on will no longer do, and they'll have to find a thousand dollars or more from some source to get another one.  That means that bed has been worth a thousand dollars to us, every day, just because we didn't have to replace it ... even if it's a pretty lousy bed.  The same goes for the computer, the wall screen television, the car, the cups and saucers and silverware in the kitchen, our tools, our towels and linen, the vibrating toothbrush we use at night and so on.  It's a long, long list, and if you had to replace everything from scratch, you'd be damned glad that your friends have extras of this stuff and could let you have it for free.  Most of us have an extra garbage set of silverware kicking around in a box somewhere.

It makes no sense that the kobald chieftain has a gem worth 1,200 g.p., as described in the module.  His lair has no means to make metal weapons, which break, or leather armour, which breaks, or even the animals and the ores from which to make leather and metal.  He can't count on all the kobald weapons and armour, and all the other things besides, to endure every day for years.  Plus, the very existence of the gem is like asking someone to kill you and take it.  That's why, if you suddenly won a lottery that gave you $1.9 million, you wouldn't spend it on a Bugatti while continuing to live in your second-rate downtown apartment, trusting that of course you can park your car on the street.  You want to hold onto a gem worth 1,200 g.p., you better have more than 8 h.p. and a non-magical battle axe that inexplicably does 2-8 damage, unlike every other battle axe in the game's rules.

[if we give him a 17 strength, that would be 2-9 ... with a better average damage, and in keeping with game rules.  sheesh]

So, forget the huge gem and spread three times that amount throughout the whole lair, sinking it into tools, more valuable stores, a bunch of smaller more negotiable objects like gauntlets, lamps, combustable oils, bottles of medicine, semi-valuable chests for holding keepsakes, totems or goblets; and putting dozens of silver rings into most of the upper scale residents throughout the lair, that the players can obtain only by taking a knift and cutting them out of each kobald ear.  Perhaps the chieftain has nine of these altogether.  Makes for a cringing moment, but I've never known a party whose greed wouldn't overcome that discomfort.

I'm certainly more likely to give more treasure if the players had a harder time.  Is that logical?  Yes, as a matter of fact, it is.  If the creatures are hard to kill, they've survived longer, and had more time to accumulate stuff.  This particular kobald hive, with it's 65 kobalds (not counting non-combative children), is quite a little collection of persons.  It must have taken some time to organise themselves and divide their labour ... and if it turns out that they're such a bunch of whiffs that a 1st level party wades through and wipes them out in a couple dozen rounds, then I guess those kobalds were lucky to have lived as long as they did.  On the other hand, if a third level party has so much trouble with them that they have to give ground, run away and then lick their wounds for a while before returning and recommencing the battle, then I guess those kobalds have probably fought off a few other beasties in their time.

Consider that 3rd level party: mage, fighter, ranger, cleric, thief.  Total experience earned by the player party, assuming they're all halfway between 3rd and 4th, is 28,500.  If half that is from treasure, and this group can't take on a group of kobalds the first time, there's an argument to be made that the kobald's assets should rate somewhere around 14,000 g.p.  'Course, if players want all that to be in easy-to-carry coins, and not doorlocks and iron spikes for the pit, or brass fittings around each table and chair, or bits of ivory kobald cuticle prongs, or nice linen sheets for 65+ beds — and are therefore ready to leave a lot of wealth just laying around, ignored, while carping about the fact that there's only 1,400 g.p. in coins, gems and bits of jewellery, then that's not my problem, is it?  Treasure is only treasure if recognised as such.

And it's not my purview as a DM to put a price tag on everything.

This, I think, is all we need say about treasure for now.





Wednesday, May 31, 2017

Risk vs. Reward

My players should read this.

I don't think I've properly written a post that compares experience obtained from combat vs. experience gained from treasure.  If, say, a group of 2nd level characters were to kill four bugbears, how much treasure would they get?

Let's begin by calculating how much experience might be gotten from the actual combat.  It doesn't really matter, but let's say the bugbears had 20 hit points each and that during the combat, they eradicated an average of 10 hit points from each member of the party.  We'll say there are five players in the party.  Each bugbear can't die until reduced to -4 hit points, so that is 96 damage caused and 50 damage received by the party.

In my experience system, we calculate these numbers to arrive at a total of 2,960 experience.  This is an average of 592 x.p. per player character.

Now how much treasure should the players get?

The interesting word here is "should."  When I began initially playing D&D, that "should" seemed like a logical application to the problem - and I spent literally years developing a wide range of tables and calculation systems which would ask for a die roll and spit out a number.  I roll a 3 and, ptoop, it says here the bugbears are carrying gold, gems, jewellery and magic items worth 3,552 g.p., which is then worth that much in experience.

Gawd, I was so naive.

For some time now, I haven't used any system for this sort of calculation ~ not because I wouldn't give my I-teeth for one, but because the computer needed to spit out a meaningful number would need to be as complicated as my brain and as experienced in the game at least as much as I was 17 years ago (ah, erm, 20 years).  That is because the circumstance in which the bugbears are killed matters more than every other consideration.

I began by realizing that, obviously, if the bugbears were wending their way along a forest path as a hunting party, they wouldn't take their kit and kaboodle with them.  What would such a bugbear be doing with 1,500 g.p. on his person?  Why would he even take his +1 mace?  Are maces any good for killing deer?  No.  So first we have to begin by deciding that treasure depends on the practical amount of goods that a creature (whatever it is, bugbear or otherwise), would logically have on them depending on what they're doing.

Consider that meeting a group of bugbears tromping through the wood and killing them is a fairly casual encounter.  The players are not invested.  Or, if the reader prefers, the players haven't committed themselves.  This, I feel, is the 2nd most important element of treasure giving.  To what degree have the players steadfastly applied themselves in this situation.

In the case I've just described, probably not at all.  They were walking along, the bugbears happened by, a fight ensued and the players ended it.  Job done, collect a few trifles and move on. Basically, we can look at this as the players "scratching the surface" of the bugbear situation. Without having given any consideration to this prior to about a paragraph and a half ago, we can call this a "Status-1" encounter.

A Status-2 encounter would run thusly.  The players examine the bugbears and find themselves presented with a clue that tells them where other bugbears (or perhaps another related creature) might be located.  The players must then make a decision: do we pursue this situation or do we shrug, count the gains as gains and move on.

It is the decision that matters.  Let me repeat that.  The players must commit themselves by deciding to exacerbate the situation.  The situation is NOT exacerbated if more bugbears come out of the woods to hunt down the players!  By the principles I've established for practical treasure carried, a bugbear posse would distinctly carry NO gold of any kind and certainly not a lot of gems and jewelry, among other valuables.  They would carry a +1 mace, though, so we can make allowances for armor and weapons.  But we've got to stay in the confines of practical gear for the bugbears to be carrying.

On the other hand, if the players take the fight to the bugbears, entering the fringes of their lair/homeland, the players are stepping up their involvement and, importantly, their risk. Because the game can only be won if the risk creates the right amount of entitlement.

So, where does Status-2 end and where does Status-3 begin?

[do remember, I'm making this up as I go along; I've never thought of this in stages before, I'm just creating stages to make it easier to teach the concept).

Status-2 comes up to the point where the party has engaged elements of the enemy in its lair/homeland in such a manner that an easy exit remains present.  If the players can stop without fuss, back out, quit and go to town, we're still in Status-2.  This means the players have been able to chop a few bugbears, maybe a worg or two, perhaps killed a few other random dungeon beasties, but at no time were the players legitimately overwhelmed.  They're making skirmishes, nothing more.  They haven't been forced into the kind of stand-up fight that makes retreat near-impossible.

Now, we can definitely award them more treasure for Status-2.  They're actually killing bugbears in their homes, so we can figure out how much wealth a bugbear ought to have and award treasure in line with that.  For killing four bugbears in a personal lair, I'd probably award the players about half the x.p. in treasure that they'd get from combat x.p.

So, Status-3.  The players find themselves having killed a small outpost and see, from the map in the solitary lair of the four bugbears, an outline of the nearby village, where there are 50 bugbears with about 100 goblin servants.  The 2nd level players look at that and think, "Let's leave."  They take their treasure, having probably acquired 3rd level, and rightly save their lives.

But let's argue that these are 2nd level characters who are the henchmen of a bunch of 6th and 7th levels.  They go back to their lieges and show the map, and the players have to make another decision.  This is definitely a Status-3 situation.  Once that hornet's nest gets woken up, no one is getting out of there easily.  Do we go in?  If we do, then this won't be a jaunt.  We'll have to attack, grab what we can, then probably hack our way out of there, hopefully getting back to our horses and clear before the bugbears and goblins can fully rally themselves.

What sort of treasure should they get for that?  Well, certainly the kind that can be grabbed quickly, as they'll be moving while pillaging.  A smart party will set it up so that the higher levels can rush in, hack, plunder the houses, then drop the stuff for the lower level characters to grab and high-tail out of town, while the upper level characters move fast and draw the fight to them.

I've never actually encountered this kind of smart party.  Usually what happens is that the players insist that every character, follower and hireling they have will join the fight together, without any attention given to communication with the outside or transfer of supplies or treasure, convinced they can take the whole town . . . and then all the lower level characters die and half the upper level characters, while three manage to cut their way out, taking no treasure with them.

BUT . . . there ought to be considerable treasure if the party hits a tower and perhaps one or two other key buildings, grabbing all they can find, running whenever they stun a single bugbear (instead of staying to fight again and again, even though that means being found by twenty more bugbears), then getting the hell out in ten or fifteen rounds.  Treasure for a Status-3 encounter?  About double the amount of experience gained from actual combat.

Now, another type of Status-3 encounter would be getting into a dungeon and finding the way out spoiled, so that the party was trapped and couldn't retreat easily.  That's a more likely situation for readers, as that's one the modules like to set up.  But the principles are the same.  The party's focus is on getting out . . . so while they're plundering as they go, they're not heading purposefully for the heart of the beast.

And that is a Status-4 encounter.  Kill everything.  Clean the dungeon out.  If the players keep at it and keep at it, returning after their first, second and third forays, until finally they kill every bugbear, even as the bugbears have abandoned their village and are now dragging all their wealth into the hills for a last stand, then the players deserve the ultimate amount of treasure.  For my game, that would probably be about 5 to 8 times the amount of experience earned through combat.

This ideal, then, rewards players who don't quit.  That's the key.  If the players are content to move from place to place, meeting the occasional creature, getting bashed around and then retreating to town, without investigating the matter further, then the amount of treasure should logically be minimal.  Perhaps none at all, depending on the party's exact moves.  But if the party gets the bit in their teeth, keeps digging and won't give up until every last miserable creature is either disenfranchised from the lair's treasure or dead, then the party deserves a good, solid, level-promoting treasure trove.

That's how I see this process.  It is risk vs. reward.  A decision to risk it all, risk the maximum, gets the highest possible gain.  A decision to play it safe, just poke at the fringes of the thing and turn tail rather than take the next step, deserves the minimum.

Friday, December 18, 2015

Tools, Treasure and Improvements in Tech 5 Culture

I'd like to finish my description of primitive culture, or tech-5, with this post.  I have three things to talk about: tools, treasure and improvements.

Tools & Treasure

Several members of the clan will carry a stone blade for cutting and general purpose work.  This won't be as sharp or as balanced as a dagger and probably half its length, so think of it as 1d3 for damage.  The primary weapon for most warriors will be either a spear with a stone head, flint axes or stone hammers, neither of which will be good for throwing (they will do full damage for these weapons, however).  Spears and javelins will be rare in desert cultures but there will be enough wood to make effective flint axes.  No one in the tribe will be armored in any way, including a lack of shields.

The density of population in these areas is so low (and most dangerous beasts as well) that there's no practical value in carrying a shield for months on end with the chance it might be used.  Even if armor could be made of leather, the same argument carries.  These are not peoples who gather together for the purpose of war; even interpersonal conflict is rare, usually occurring only when individual clans of separate tribes may chance to dispute over a campsite (more about that in a minute).

Certain persons in the clan would carry certain tools that would double as treasure (the weapons above would also be treasure of a sort).  This would include a steel and flint, drums, the clan's standard (which might be ransomed to the rest of the tribe or to any survivors), found mushrooms and any boats for fishing that may exist.  Beyond this, most of the tribe will carry a zahato, also called a bota bag or goatskin bottle (similar to a wineskin), the nozzle of which will be made from horn.  Some may carry hatchets made of bone (for cutting soft wood) or bone scoops used for digging.

The value of these things will be unremarkable.  A more valuable treasure will include the fur or buckskin that every member of the clan wears (desert clans will wear fleece gathered from killing wild sheep or goats), which will have some value when sold in bulk.  Some members of the tribe will carry gold, silver or copper nuggets, gathered from rivers (placer deposits) and sometimes beaten flat into rough jewelry.  As superstition and mysticism are central religious ideas, as mentioned by kimbo on another post, there would be a number of pieces that would be traded or possessed for purposes of enhancing one's social status or prestige.  This might be small idols shaped like people and animals, rattles, flutes made of bone (not especially musical), carved disks, attactive stones, crude cups, parts of animals (teeth, patches of hair, pieces of horn) and fairly anything else that might be imagined.  Most of these things would have moderate value if sold in the nearest market - but some would be very valuable to a collector in a part of the world far from where such objects could be found (said collectors would reside in places of exceptional tech level, where universities would be located).

Improvements

An 'improvement' is a permanent change on the wilderness wrought by the culture and there wouldn't be many of these.  However, as the clans would follow along behind wild herds or denude the immediate area of forage, there would be pressure to move from place to place, seasonally or sometimes over a period of years.

Certain tribes, made of a half a dozen clans or more, would occupy vast areas of the region and would travel over the same ground year after year, generation after generation.  As a result, a series of regularly used campsites would be used by these clans, sometimes once a year and sometimes only in years where usual food supplies were thin.  As the clan members do not herd or ride animals, nor employ vehicles, the only necessary path connecting these campsites would be a narrow trail.  As a trail like this would only be cleared at the convenience of the clan passing through, it may be difficult - even for a ranger - to follow the trail if individuals were unfamiliar with it.

In deserts, the 'trail' would be a series of recognized features in the distance or 'boundaries' made by the edges of stone or sand fields that must be circumnavigated to reach the next oasis or well.  A stranger that did not know yon pile of rocks was the best way towards a water source could wander in a desert until death while unknowing that life was a mere two miles to the right or widdershins.  Thus the importance of obtaining a pathfinder (possibly from a clan) who would know the way to go.  Such 'obtaining' might prove interesting when dealing with a close-knit culture that doesn't use or appreciate traditional wealth.

These routes or trails would be important improvements for these peoples.  The campsites above would be tailored year after year until they were quite comfortable.  Crude wells (little more than deep holes dug in soft earth, subject to regular collapse) and ditches would be redug, certain familiar trees used for building larger shelters for long stays and last year's growth would be cut down and cleared away to make a safe, open site.  Pits would be built of stones for fires and there would be existing tree stumps, logs and stones that would be used for sitting and work by a dozen generations.  The camps themselves would be picked for their defensive value, so that one side of the camp might be a defensive outcropping of rock, the edge of a cliff, a waterfall and pond (with fish!), a loop of river or a mound giving a good view of the surrounding distance.  Large flat stones may be employed (and improved over time) as slaughtering tables, tanning or speaking podiums for when whole tribes gather.

Each camp would have a feel of 'coming home' for the clan.  Each would be different in its own way - small and cramped or expansive and convenient for two or three tribes.  Where a 'settlement' appears on one of my maps, the 'campsite' is so convenient and practical that there is almost always a few clans spread within a dozen yards of one another.  This is an opportunity for boys and girls to meet (allowing crossbreeding between clans), share fetish articles and other treasure, trade for a better knife, compete in games of some kind, access the rare shamans and elect new tribal leaders.

Some camps would encourage some clan members with artistic skill to carve art into the stone or carefully paint stones protected by caves.  These artworks would develop a sort of fetishism of their own, so that specific campsites might be travelled to specifically to see these works - in the way of a primitive pilgrimage.

A party might come across one of these campsites - empty - and wait for months before a single clan showed up (though a clan might appear the next day, too).  If a clan has just left such, the locale will be denude of all forage and the hunting extremely poor - even a high level ranger will be hard put to come up with so much as a hare.  The food has simply been eaten, the herds driven further upstream or downstream by regular hunting.  The 'dead spot' may be as wide as ten or twenty miles, depending on the size of the clan and how long they remained in the area - remember, these clans would know perfectly well the location of every berry patch, every beehive, every nest, every good fishing pond and so on.

I think this experiment has been useful.  I have some ideas for posts in the immediate future that might prove valuable for most readers in helping describe for their players environments such as these mentioned above.




Sunday, April 26, 2015

Semi-Precious Gems

I've put off doing this for years, after this post in 2010 and this post in 2011.  Here is a list of semi-precious gemstones, based more or less on the original DM's Guide with regards to value.  There are no tables for actual gem values (purposefully, as the jewellery and lapidary industry does not want you knowing how valuable or invaluable these are).

Alexandrite (a type of chrysoberyl): America, Brazil, Burma, Madagascar, Sri Lanka, Tasmania, Ural mountains, Zimbabwe


Almandine: Afghanistan, Austria, Bohemia, India, Sri Lanka, Brazil


Amber: America, Asturias, Burma, Canada, Dobruja, East Prussia, Latvia, Lithuania, Pomerania, Sicily, Tibet, Transylvania, West Indies


Aquamarine (a type of beryl): Brazil, Burma, California, Carolina, Colorado, India, Kenya, Madagascar, Mozambique, Namibia, New England, New South Wales, South Africa, Sri Lanka, Tanzania, Zimbabwe


Beryl: Brazil, Madagascar, Sri Lanka


Black Coral: Malaysia, Northern Territory, Yemen



Coral: Andalucia, Canary Islands, Comoro Islands, Corsica, Hawaii, Japan, Kenya, Kerala, Peloponnese, Seychelles


Fire Opal: America, Brazil, Guatemala, Honduras, Ionia, Mexico, Western Australia


Garnet: Bohemia, Carolina, Idaho, Madagascar, Mexico, New York, Ural Mountains


Goshenite (a type of beryl): New England


Grossular (a type of garnet): America, Canada, Punjab, South Africa, Sri Lanka, Tanzania


Heliodor (a type of beryl): Brazil, Madagascar, Namibia


Hessonite (a type of garnet): Sri Lanka


Jade: Brazil, British Columbia, Burma, California, Formosa, Guatemala, Japan, Kiangsu, Mexico, Mongolia, Ningsia, Poland, Sinkiang, Yunnan


Jet: Asturias, Colorado, France, Utah, Yorkshire


Melanite (a type of andradite garnet): Black Forest, France, Latium


Morganite (a type of beryl): California, Madagascar, Mozambique, Namibia, Zimbabwe


Pearl: Arafura Sea, Bahrein, Burma, Central America, Dubai, Ethiopia, Gujurat, India, Japan, Kuwait, Mannar Gulf, Mexico, Northern Territory, Oman, Saudi Arabia, Sri Lanka, Tahiti, Venezuela


Peridot: Brazil, Burma, Egypt, Hawaii, Nevada, New Mexico, Norway, Queensland, South Africa, Zaire


Pyrope: Australia, Bohemia, South Africa


Rhodolite (a type of pyrope): Brazil, Carolina, Sri Lanka, Tanzania, Zambia


Spessartite (a type of garnet): America, Brazil, Madagascar, Rhine Valley, Sri Lanka, Sweden


Spinel: Afghanistan, Brazil, Burma, Ionia, Sri Lanka, Thailand, New Jersey


Topaz: America, Australia, Brazil, Burma, Cornwall, Egypt, Japan, Madagascar, Namibia, Nigeria, Northern Ireland, Saxony, Scotland, Sri Lanka, Zimbabwe


Topazolite (a type of andradite garnet): Switzerland, Trentino-Alto Adige


Tourmaline: Angola, Australia, Brazil, Burma, California, Colorado, India, Liguria, Madagascar, Mozambique, Namibia, New England, New York, South Africa, Sri Lanka, Switzerland, Tanzania, Thailand, Zimbabwe


Uvarovite (a type of garnet): America, Canada, Finland, India, Poland


Water Opal: Mexico