[{"data":1,"prerenderedAt":306},["ShallowReactive",2],{"page-\u002Fwiki\u002Fdungeon-mastering\u002Frewards":3,"navigation-main":186},{"id":4,"title":5,"body":6,"description":178,"extension":179,"meta":180,"navigation":181,"path":182,"seo":183,"stem":184,"__hash__":185},"wiki\u002Fwiki\u002F6.dungeon-mastering\u002F8.rewards.md","Rewards",{"type":7,"value":8,"toc":170},"minimark",[9,13,18,27,30,39,43,46,49,53,56,144,147,155,159,162],[10,11,12],"p",{},"A session hands the party three kinds of reward, and only one of them is a\nnumber. Levels change what characters can do, treasure changes what they can\nafford, and a magic item changes both at once. Handle them differently, because\nthey cost you differently.",[14,15,17],"h2",{"id":16},"levelling-xp-or-milestone","Levelling: XP or Milestone",[10,19,20,21,26],{},"Two systems, and every table runs one of them. Under\n",[22,23],"tooltip",{"label":24,"tooltip-key":25},"Experience Points","rules\u002Fexperience-points",", you\naward a value per monster and per encounter, and the party levels the moment\nthe running total crosses a threshold. Under milestone advancement, you decide\nthey level when the story reaches a point worth marking.",[10,28,29],{},"Most tables land on milestone, and the reason is simple: it removes the\nbookkeeping and lets a level land where it is dramatically satisfying rather\nthan wherever the arithmetic happens to tip over, which is just as often\nmid-corridor as not. But it has an honest cost. XP ties a level to something\nthe players did — this many monsters beaten, this much overcome — and\nmilestone hands it over because the story called for it. Some tables want that\nsense of having earned it, and for them the bookkeeping is worth carrying.",[10,31,32,33,38],{},"Whichever you run, tell the party which one it is. It changes what they think\nthey are being rewarded for. For what a level actually brings once it lands,\nsee ",[34,35,37],"a",{"href":36},"\u002Fwiki\u002Fcreating-a-character\u002Fbeyond-level-1","Beyond Level 1",".",[14,40,42],{"id":41},"treasure-is-pacing","Treasure Is Pacing",[10,44,45],{},"Gold is inert until there is something to spend it on. A pile of it dropped on\na party with no shop, no stronghold and no reason to want more is just a\nnumber on a sheet — it does not change a single decision they make. So decide\nwhat treasure buys in your campaign before you decide how much of it there is;\nthe amount only matters once the sink does.",[10,47,48],{},"This page does not carry hoard tables — they are long, and they belong to\nthe book. What is worth saying here is smaller: treasure is a pacing tool.\nDrop it when the party needs a reason to return to town, needs a decision\nabout what to do with it, or needs a sign that the last fight was worth\nsomething. Drop it on that schedule and the number matters far less than\nthe timing.",[14,50,52],{"id":51},"magic-items","Magic Items",[10,54,55],{},"A magic item is any piece of equipment that does something ordinary gear\ncannot — a sword that is always a little sharper than it should be, a cloak\nthat makes its wearer hard to spot, a ring that does something stranger\nstill. The game sorts them into five rarities plus Artifact above them, and\nthe rarity is a rough guide to how early — and how richly — one is meant to\nshow up.",[57,58,59,75],"table",{},[60,61,62],"thead",{},[63,64,65,69,72],"tr",{},[66,67,68],"th",{},"Rarity",[66,70,71],{},"Value",[66,73,74],{},"Typically found from",[76,77,78,90,100,111,122,133],"tbody",{},[63,79,80,84,87],{},[81,82,83],"td",{},"Common",[81,85,86],{},"100 GP",[81,88,89],{},"Level 1",[63,91,92,95,98],{},[81,93,94],{},"Uncommon",[81,96,97],{},"400 GP",[81,99,89],{},[63,101,102,105,108],{},[81,103,104],{},"Rare",[81,106,107],{},"4,000 GP",[81,109,110],{},"Level 5",[63,112,113,116,119],{},[81,114,115],{},"Very rare",[81,117,118],{},"40,000 GP",[81,120,121],{},"Level 11",[63,123,124,127,130],{},[81,125,126],{},"Legendary",[81,128,129],{},"200,000 GP",[81,131,132],{},"Level 17",[63,134,135,138,141],{},[81,136,137],{},"Artifact",[81,139,140],{},"Priceless",[81,142,143],{},"—",[10,145,146],{},"Read those levels as a floor, not a ceiling. They are where each rarity\ntypically starts showing up in a campaign, not a rule that bars you from\nhanding out a Rare item to a first-level party if the story wants one there.\nThe value column is the same kind of floor for the five rarities, useful for\njudging what a find is worth relative to the others rather than as a price\ntag. Artifact gets neither: no level, because it doesn't turn up in a hoard\non a schedule, and \"Priceless\" instead of a value, because it was never for\nsale.",[10,148,149,150,154],{},"The rarity is not the real budget on how many items a character can use at\nonce, either — ",[22,151],{"label":152,"tooltip-key":153},"Attunement","rules\u002Fattunement"," is.\nSome items demand it, and a character can hold attunement to only three items\nat a time, which caps how many of your best rewards any one character can have\nswitched on regardless of how many you have handed out. Artifacts sit apart\nfrom the other five even though the table lists one alongside them: they are\nnot really rewards at all — treat one as a one-per-campaign object the story\nrevolves around, not something a character finds in a hoard.",[14,156,158],{"id":157},"what-an-item-does-to-a-campaign","What an Item Does to a Campaign",[10,160,161],{},"Gold gets spent and forgotten. A magic item does not — it is a permanent\nchange to what a character can do, which is exactly why it is a better\nreward than a pile of coins and a much harder one to take back. Assume\nthat anything you hand over is theirs for good, because taking it away\nlater reads as a punishment no matter how you justify it in the fiction.\nBe sure you want a character to have it before you let them keep it.",[10,163,164,165,169],{},"That includes ",[22,166],{"label":167,"tooltip-key":168},"cursed items","rules\u002Fcurses",". They\nare a real tool, but use them carefully and telegraph what you are doing — a\ncurse the player had no way to see coming does not read as a twist, it\nreads as a punishment for accepting the reward you gave them.",{"title":171,"searchDepth":172,"depth":172,"links":173},"",2,[174,175,176,177],{"id":16,"depth":172,"text":17},{"id":41,"depth":172,"text":42},{"id":51,"depth":172,"text":52},{"id":157,"depth":172,"text":158},"XP or milestone, treasure as pacing rather than payout, and what a magic item does to a campaign that gold does not.","md",{},true,"\u002Fwiki\u002Fdungeon-mastering\u002Frewards",{"title":5,"description":178},"wiki\u002F6.dungeon-mastering\u002F8.rewards","P26JUs_-4juV9YG9gf78u5RBQEyuDBxegHHiciZ0zNA",[187],{"title":188,"path":189,"stem":190,"children":191},"Wiki","\u002Fwiki","wiki\u002F1.index",[192,193,197,243,271,275],{"title":188,"path":189,"stem":190},{"title":194,"path":195,"stem":196},"Introduction","\u002Fwiki\u002Fintroduction","wiki\u002F2.introduction",{"title":198,"path":199,"stem":200,"children":201},"Playing the Game","\u002Fwiki\u002Fplaying-the-game","wiki\u002F3.playing-the-game\u002F1.index",[202,203,207,211,215,219,223,227,231,235,239],{"title":198,"path":199,"stem":200},{"title":204,"path":205,"stem":206},"Damage and Healing","\u002Fwiki\u002Fplaying-the-game\u002Fdamage-and-healing","wiki\u002F3.playing-the-game\u002F10.damage-and-healing",{"title":208,"path":209,"stem":210},"Conditions","\u002Fwiki\u002Fplaying-the-game\u002Fconditions","wiki\u002F3.playing-the-game\u002F11.conditions",{"title":212,"path":213,"stem":214},"Rhythm of Play","\u002Fwiki\u002Fplaying-the-game\u002Frhythm-of-play","wiki\u002F3.playing-the-game\u002F2.rhythm-of-play",{"title":216,"path":217,"stem":218},"The Six Abilities","\u002Fwiki\u002Fplaying-the-game\u002Fthe-six-abilities","wiki\u002F3.playing-the-game\u002F3.the-six-abilities",{"title":220,"path":221,"stem":222},"D20 Tests","\u002Fwiki\u002Fplaying-the-game\u002Fd20-tests","wiki\u002F3.playing-the-game\u002F4.d20-tests",{"title":224,"path":225,"stem":226},"Proficiency","\u002Fwiki\u002Fplaying-the-game\u002Fproficiency","wiki\u002F3.playing-the-game\u002F5.proficiency",{"title":228,"path":229,"stem":230},"Actions","\u002Fwiki\u002Fplaying-the-game\u002Factions","wiki\u002F3.playing-the-game\u002F6.actions",{"title":232,"path":233,"stem":234},"Social Interaction","\u002Fwiki\u002Fplaying-the-game\u002Fsocial-interaction","wiki\u002F3.playing-the-game\u002F7.social-interaction",{"title":236,"path":237,"stem":238},"Exploration","\u002Fwiki\u002Fplaying-the-game\u002Fexploration","wiki\u002F3.playing-the-game\u002F8.exploration",{"title":240,"path":241,"stem":242},"Combat","\u002Fwiki\u002Fplaying-the-game\u002Fcombat","wiki\u002F3.playing-the-game\u002F9.combat",{"title":244,"path":245,"stem":246,"children":247},"Creating a Character","\u002Fwiki\u002Fcreating-a-character","wiki\u002F4.creating-a-character\u002F1.index",[248,249,253,257,261,265,269],{"title":244,"path":245,"stem":246},{"title":250,"path":251,"stem":252},"Choosing a Class","\u002Fwiki\u002Fcreating-a-character\u002Fchoosing-a-class","wiki\u002F4.creating-a-character\u002F2.choosing-a-class",{"title":254,"path":255,"stem":256},"Origin","\u002Fwiki\u002Fcreating-a-character\u002Forigin","wiki\u002F4.creating-a-character\u002F3.origin",{"title":258,"path":259,"stem":260},"Ability Scores","\u002Fwiki\u002Fcreating-a-character\u002Fability-scores","wiki\u002F4.creating-a-character\u002F4.ability-scores",{"title":262,"path":263,"stem":264},"Alignment and Details","\u002Fwiki\u002Fcreating-a-character\u002Falignment","wiki\u002F4.creating-a-character\u002F5.alignment",{"title":266,"path":267,"stem":268},"Equipment","\u002Fwiki\u002Fcreating-a-character\u002Fequipment","wiki\u002F4.creating-a-character\u002F6.equipment",{"title":37,"path":36,"stem":270},"wiki\u002F4.creating-a-character\u002F7.beyond-level-1",{"title":272,"path":273,"stem":274},"Rules Glossary","\u002Fwiki\u002Frules-glossary","wiki\u002F5.rules-glossary",{"title":276,"path":277,"stem":278,"children":279},"Dungeon Mastering","\u002Fwiki\u002Fdungeon-mastering","wiki\u002F6.dungeon-mastering\u002F1.index",[280,281,285,289,293,297,301,305],{"title":276,"path":277,"stem":278},{"title":282,"path":283,"stem":284},"Running the Game","\u002Fwiki\u002Fdungeon-mastering\u002Frunning-the-game","wiki\u002F6.dungeon-mastering\u002F2.running-the-game",{"title":286,"path":287,"stem":288},"Preparing a Session","\u002Fwiki\u002Fdungeon-mastering\u002Fpreparing-a-session","wiki\u002F6.dungeon-mastering\u002F3.preparing-a-session",{"title":290,"path":291,"stem":292},"Setting Difficulty","\u002Fwiki\u002Fdungeon-mastering\u002Fsetting-difficulty","wiki\u002F6.dungeon-mastering\u002F4.setting-difficulty",{"title":294,"path":295,"stem":296},"Building an Encounter","\u002Fwiki\u002Fdungeon-mastering\u002Fbuilding-an-encounter","wiki\u002F6.dungeon-mastering\u002F5.building-an-encounter",{"title":298,"path":299,"stem":300},"Running a Combat","\u002Fwiki\u002Fdungeon-mastering\u002Frunning-a-combat","wiki\u002F6.dungeon-mastering\u002F6.running-a-combat",{"title":302,"path":303,"stem":304},"Between Scenes","\u002Fwiki\u002Fdungeon-mastering\u002Fbetween-scenes","wiki\u002F6.dungeon-mastering\u002F7.between-scenes",{"title":5,"path":182,"stem":184},1767225600000]