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5e GMs - Why or Why Not Wandering Treasure?
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<blockquote data-quote="pemerton" data-source="post: 7505440" data-attributes="member: 42582"><p>I absolutely agree that this was a feature of D&D - but it wasn't the first version of D&D to do it. Way back in the mid-80s Oriental Adventures PCs could begin with inherited items of value, which generated an implication at least that further such items might be awarded by ancestors, mentors etc - and the 3E Oriental Adventures books somewhat formalised this by reference to the 3E wealth-by-level expectations.</p><p></p><p>I agree that the implication of a <em>the GM writes it all down in advance</em> approach is incredibly spartan settings. It is perhaps workable for a certain conception of a Gygaxian dungeon. It breaks down as soon as gameplay shifts to any other sort of situation (like a manor or a town, as I think you noted in a subsequent post).</p><p></p><p>And to actually answer your question - in 4e I use the treasure parcel system, so all a successful check by a PC can do is expedite the award of a treasure parcel, but it can't actually change the overall amount of treasure for a campaign. In Burning Wheel there are particular skills used to find stuff (eg Scavenging) as well as getting stuff as the fiction-appropriate outcome of some successful action. In Cortex+ Heroic, gear is generally an asset or a resource but can occur in other ways - one PC started with a horse (a resource created out of his Riding skill) and the same PC turned a dragon skin into armour (mechanically an upgrade of Durability from d8 to d10). In my Traveller game most of the PCs wealth has come in the form of payments from patrons.</p><p></p><p>The RPG trope that characters acquire wealth and gear exclusively or overwhelmingly by robbing NPCs is one that I'm pretty happy to get away from.</p><p></p><p>This is a bit tangential to the thread topic, but I thought I would say that I don't see what's unreaslistic about killing an enemy in a single blow. Conan does it in the REH stories quite a bit; and I believe it sometimes happens in real life.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7505440, member: 42582"] I absolutely agree that this was a feature of D&D - but it wasn't the first version of D&D to do it. Way back in the mid-80s Oriental Adventures PCs could begin with inherited items of value, which generated an implication at least that further such items might be awarded by ancestors, mentors etc - and the 3E Oriental Adventures books somewhat formalised this by reference to the 3E wealth-by-level expectations. I agree that the implication of a [I]the GM writes it all down in advance[/I] approach is incredibly spartan settings. It is perhaps workable for a certain conception of a Gygaxian dungeon. It breaks down as soon as gameplay shifts to any other sort of situation (like a manor or a town, as I think you noted in a subsequent post). And to actually answer your question - in 4e I use the treasure parcel system, so all a successful check by a PC can do is expedite the award of a treasure parcel, but it can't actually change the overall amount of treasure for a campaign. In Burning Wheel there are particular skills used to find stuff (eg Scavenging) as well as getting stuff as the fiction-appropriate outcome of some successful action. In Cortex+ Heroic, gear is generally an asset or a resource but can occur in other ways - one PC started with a horse (a resource created out of his Riding skill) and the same PC turned a dragon skin into armour (mechanically an upgrade of Durability from d8 to d10). In my Traveller game most of the PCs wealth has come in the form of payments from patrons. The RPG trope that characters acquire wealth and gear exclusively or overwhelmingly by robbing NPCs is one that I'm pretty happy to get away from. This is a bit tangential to the thread topic, but I thought I would say that I don't see what's unreaslistic about killing an enemy in a single blow. Conan does it in the REH stories quite a bit; and I believe it sometimes happens in real life. [/QUOTE]
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