So, to start off with, this is my fault for not taking this into account.
I was running a Wild Beyond the Witchlight campaign. It went well, but my players often had very... lateral ways of solving encounters, even by the standards of the campaign. Nothing bad, it all made sense, but because they didn't solve things the way the campaign intended, they often also bypassed the rewards they would have gotten. As well, some players left, and their characters took their equipment with them. I didn't think to account for this as we went on.
The group wanted to keep playing their characters, so I now have a party of 6-7 characters with maybe four magic items between them, and only one of those is a magic weapon. The rest are utility or limited use items (monocle of darkvision, chime of opening).
I'm about to toss a bunch of flesh golems at them, so this seems like it could cause problems.
The DMG's chart for higher level play suggests they should get 500 gold, plus 1d10x25 gold. However, there's no place in the campaign for them to actually spend that (they're traveling in the Shadowdark) and it wouldn't help the magic weapon issue (since you can't buy magic items anyway). What is a reasonable amount of treasure to drop on them?
Strictly speaking, they don't NEED magic items, it just makes things a bit easier. What classes are everyone? Because, for example, casters won't really have a problem, nor monks if they are level 6. But if you are really worried about the golems, you can give the martials some +1 weapons.
So, to start off with, this is my fault for not taking this into account.
I was running a Wild Beyond the Witchlight campaign. It went well, but my players often had very... lateral ways of solving encounters, even by the standards of the campaign. Nothing bad, it all made sense, but because they didn't solve things the way the campaign intended, they often also bypassed the rewards they would have gotten. As well, some players left, and their characters took their equipment with them. I didn't think to account for this as we went on.
The group wanted to keep playing their characters, so I now have a party of 6-7 characters with maybe four magic items between them, and only one of those is a magic weapon. The rest are utility or limited use items (monocle of darkvision, chime of opening).
I'm about to toss a bunch of flesh golems at them, so this seems like it could cause problems.
The DMG's chart for higher level play suggests they should get 500 gold, plus 1d10x25 gold. However, there's no place in the campaign for them to actually spend that (they're traveling in the Shadowdark) and it wouldn't help the magic weapon issue (since you can't buy magic items anyway). What is a reasonable amount of treasure to drop on them?
Strictly speaking, they don't NEED magic items, it just makes things a bit easier. What classes are everyone? Because, for example, casters won't really have a problem, nor monks if they are level 6. But if you are really worried about the golems, you can give the martials some +1 weapons.
Couple of rogues, a barbarian, a cleric, a fighter and a druid.