Elegant solution! Our home campaigns never reach high level anyway, so the variation issue never pops up. Another possible solution: randomise XP=treasure by +-5%. Minigame: let the players roll that number at the end of the session. Same idea as letting them roll on the gem/treasure chart, I find that gets them sit up and pay attention way more than when I dole out preprepped loot or when I roll on the chart myself.
Question: do you keep the value of usable items out of the XP-calculation? Or do you present the players with the choice to either use the magic shield, or trade it in for XP?
]]>