AlmightyTDawg wrote:Wealth from Static Spawns
As the majority of wealth maintenance is intended to be done intelligently at the DM level, adjustments to static content should be considered. Since it seems difficult to tie experience gained to the value of a given creature, and additional factors such as PC level and Diminishing Returns can influence the equation, the preference would be for static content to err on the low side. A timetable for implementation would be at the behest of admin, but the following table should be considered recommendations in the interim. The following definitions apply:
- Average Value: The weighted average of any particular spawn of a given CR using a loot merchant (or similar random loot system). For spawns dropping what items they carry, this should be considered the maximum value for a given CR. Note that any average value below this is acceptable; this is the “maximum average.”
- Maximum Value: The highest value that can be dropped from a single loot merchant for a spawn of that CR.
- Max Gem Value: The highest value of gem that can be placed in a loot merchant for a spawn of that CR.
Table 3: Infispawn Drop Standards
CR/Level........Avg Value........Max Value........Max Gem........Maximum Value Item Notes
......1
.....................6
....................12
....................3
................Lvl0 scrolls
......2
....................15
...................30
....................8
................Lvl1 scrolls, Greenstone, Malachite
......3
....................30
...................60
...................15
...............Lvl1 potions, Fire Agate, 10gp ALFA gems
......4
....................51
..................102
..................26
...............Greatsword, Tower shield, Shortbow, +1 skill, Phenalope, Aventurine
......5
....................78
..................156
..................39
...............Lvl2 scrolls, MW leather, Heavy Crossbow, Longbow
......6
...................111
.................222
..................56
...............MW Chain Shirt, MW Large Shield, Amethyst, Fluorspar, 50 gp ALFA gems
......7
...................150
.................300
..................75
...............Lvl2 potions, MW Chainmail, MW Tower Shield
......8
...................195
.................390
..................98
...............Lvl3 scrolls
......9
...................246
.................492
.................123
..............+2 skill, +1 to single save, Garnet, 100 gp ALFA gems
......10
.................303
.................606
.................152
..............MW Bastard Sword, Alexandrite
......11
.................366
.................732
.................183
..............All MW Weapons, +2 Mighty Longbow
......12
.................435
.................870
.................218
..............Lvl3 potions
......13
.................510
................1020
................255
..............Lvl4 scrolls, +3 skill, Topaz
......14
.................591
................1182
................296
..............+1 Leather/Studded, +1 Small Shield
......15
.................678
................1356
................339
..............+1 Banded Mail, +1 Tower Shield, +1 universal saves, +1 single ability
This table applies to infinitely spawning content only. Any named NPCs whose death will effect a permanent change on a server, and spawns who only appear due to a static or other quest, are exempt from this table. Further, if characters attack static spawns as part of a DM-run event, the DM is free to use the “Wealth Per DM-Run Session” rules, so long as the value of the spawns and the XP gained from defeating them are taken under consideration. The goal is for spawn hunting to be a generally cash-flow-positive experience, but to a slightly lesser extent than it can currently be; only clearly unacceptable levels of farming should lead to excessive wealth values. Players should also be made aware that repeatedly hunting spawns which give zero experience should be avoided at all costs.