15 hours ago · Gaming · 0 comments

Here’s a structure for planning out your treasure. See if you can create a good variety of treasure that is easy to sell vs hard to sell and easy to carry vs hard to carry. The hope is that this will create interesting choices for the players other than “hoover up everything that’s in sight.” Too much treasure that’s hard to sell makes the whole endeavor disheartening. Too much treasure that’s hard to carry makes the dungeon crawl feel like a waste of time. Too much treasure that’s easy to carry makes encumbrance not a thing. Too much treasure that’s easy to sell makes the economy of the world seem out of whack. Mix it up! Treasure Encumbrance Matrix

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