The new DM's mistake

The closest I've had to "too much treasure" was in a campaign where we would get lots of coins and gems but then have nowhere to spend it. We went for a couple of levels just hauling our cash around in magical sacks until we found a travelling magic merchant. Everyone made sure to spend as much as they could since we didn't know if we'd meet another merchant anytime soon.

Is the DM giving you lots of coins and magic items? Or is it all consumables like scrolls and potions? Who is next on the DM schedule? Can you balance this over abundance of wealth with a dry spell?
 

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My groups have never had that specific issue but I would either suggest the direct approach and have the players let him know your concerns or the next DM can use the old "You have earned the wrath of the DM" approach and have your camp, keep, etc. raided and the excessive money and treasures removed from the characters.
 

Rust Monsters! Nightwalkers! Spellgaunts! Disjunction!

Or, even better, Nightwalkers riding Spellgaunts while hurling Rust Monsters that cast Disjunction at you!
 


N'raac

First Post
The closest I've had to "too much treasure" was in a campaign where we would get lots of coins and gems but then have nowhere to spend it. We went for a couple of levels just hauling our cash around in magical sacks until we found a travelling magic merchant. Everyone made sure to spend as much as they could since we didn't know if we'd meet another merchant anytime soon.

Ah, yes, memories of paving the path to our stronghold with copper pieces - good times, good times! I can also remember deliberately writing "gold drains" into character backgrounds. He's a hedonist spendthrift; he's adventuring to help his impoverished clan so it all gets sent home; it gets donated to the church/charity. Pre-3e, when buying magic wasn't that common and gold = xp was the norm, we used to look to source material like Conan and Elric. No matter how big a treasure they found in the previous story, they were broke by the start of the next one.

Wealth is easy to strip away. The achievement of Goal X is discovered to require a special spell, one shot item, whatever, which has very costly material components; you need travel magic you don't have; etc. Easy come, easy go!
 

Herobizkit

Adventurer
He insisted, explaining that he wanted treasures the players didn't often see, because they were traveling in an area and culture they were unfamiliar with. (To North Africa by sea).
This HAS to be the same kid that cheats his rolls and throws a fit when he doesn't win. The same kid who insisted he be dual deity so he could cheese both sides of a made-up religion Just For Him™, and now he wants to introduce specific items from a specific source while he's the DM and can dictate what his character gets?

AND YOU LET HIM DM?!

I can't even. :) You love misery, man. :)
 

Greenfield

Adventurer
This HAS to be the same kid that cheats his rolls and throws a fit when he doesn't win. The same kid who insisted he be dual deity so he could cheese both sides of a made-up religion Just For Him™, and now he wants to introduce specific items from a specific source while he's the DM and can dictate what his character gets?

AND YOU LET HIM DM?!

I can't even. :) You love misery, man. :)

Yes, it's him, and no, I didn't "let" him DM. I'm not in charge. The house rules say anyone can DM.

And once this is done, we can vote that it never happened, take away the treasure overkill and all the other goodies.

To note: Our party ranges from 8th to (just advanced last week) 10th. The treasure handed out in the three most recent hoards totals 105% of the total recommended wealth for 8th level, 80% of the total recommended wealth for 9th level and 60% of the total recommended wealth for 10th level.

One solution is to simply have the next three DMs give out essentially nothing for their adventures.
Another solution would be to have the tax man visit.
My preferred solution is to unravel his adventure, vote that it was a dream and never really happened.

A side remedy might be to have his character killed, and thus lose all of his overpowered loot. For a variety of in-game reasons, his character can't come back.

His new character would come custom equipped, but would be in budget. We'd just have to do a hard audit.
 

Now isn't his character a divine caster? Shouldn't he be sending tithes back to his home temple? Of course, that could lead to all sorts of adventures. The shipment gets robbed or, if he never sends one, going off to atone.
 

Greenfield

Adventurer
Well, his Cleric is on the outs with her temple. Part of the back story. She's a female Cleric/adventurer from a culture that doesn't allow women to advance.

She's also a Pious Templar, a class that's specifically Temple Guardians, from a Temple she can't approach. Ain't that a wonder?

So no tithes, no tasks to be completed at her own expense, no entanglements back home.

Getting back to the original topic, which was new/inexperienced DM traits and mistakes:

Many a new DM will write their adventure as an epic story, grand and beautiful. At least, that's how they'll envision it. And woe be to the mere mortal PC who strays from the story line. Or, to put it simply, they run railroads.

Our current adventure follows that path: The party started on the Isle of Man, in the port town of Douglas. We had captured a raider's ship, a galley, and wanted to sail it across the Irish Sea to Blackpool England, where we'd sell her and arrange a Ketch or Sloop, something small enough for the party to manage.

Then this DM took over. Ships arrived from Blackpool. The Commodore of the small flotilla gave us a receipt for our Galley (no negotiation), and pretty much told us we were sailing with him. He was sailing in the direction we wanted to go (South, following some people who had taken one of our friends).

When maritime encounters appeared imminent our Druid-type (a Spirit Shaman) offered Gust of Wind, Control Winds and even Standing Wave and means to outsail and avoid the threats. And we tried everything. Enemy ships sailed straight into hurricane winds without hesitation, and followed us no matter how we hid or worked to avoid them. It became evident that on three thousand miles of Atlantic ocean, we were on a track to these encounters.

We were t-ported over to the enemy ships, which allowed the DM to place us exactly where he wanted us. Requests to be placed at either the fore or aft of the main deck were ignored. Right in the middle, fully surrounded.

As PC resources proved effective in these encounters, the DM began to cancel them. On one ship fire spells simply failed. (We have a War Mage). On the next, summoning spells didn't work. Both showed up as Hallowed Ground (per the Hallow spell), but when we tried to use Consecrate to break the effect the DM called for caster level checks as if it were a Dispel. And when we succeeded, the Hallow effect remained.

When we'd try to capture opponents alive by portioning in non-lethal damage, they'd die anyway. Apparently non-lethal damage can still kill in his game.

Another trait of the inexperienced DM is the Mighty NPC. This is the guy or group who can easily dispatch the foes you're struggling with. The city guards who can all score 35 on their Hide checks, all the not-so-subtle ways the DM can show you how great he is.

PCs were told they were escorting cargo to the buyer when we reached the port city. No options. Encounter on the way. We win, then get billed for damage to store fronts. Oh, and the encounter is actually resolved by wondrous NPCs on flying carpets who could somehow fly in with everything short of a heavenly chorus, and yet still be hidden and striking from perfect concealment.

At the destination we are told that we have to sign an agreement to be allowed in town. Two PCs refused, and were simply told they couldn't leave the temple grounds until they did. When they still refused, Wall of Force spells blocked the exits.

One PC cast Firewing and flew over the walls. Archers shot at him, and he could never get out of range. Turns out there are master archers on rooftops all across the city, just waiting for people to try this. He flew several hundred feet in the air to be out of range and returned to the ship. Technically he wasn't in town so he didn't need the agreement.

The other PC was standing in the open being fired upon by those wonderful guards who can maintain a 35 Hide, while firing. In short, he was dead. No cover, no way to avoid, no way to counterattack. Player was mad, going to force the DM to kill the character for refusing to sign an agreement.

What's funny? The player rebelling against this blatant show of "I'm the DM it's going to be my way), also tends to run railroads.

Oh, and the boss of the area? An old PC of the DMs.

Not trying to rant here, and I'm sorry if it seems like I am. It's just interesting to see how many classic bad/rookie DM cliche's this guy can pull.
 

Herobizkit

Adventurer
It's too bad you couldn't let him run a fun-off... as in an adventure where you run characters separate from the main ones and just let your inner-10-year-old-first-time-player go wild.

I'd see it as something as wacky as Super Genki's Ethical Reality Climax - a "Japanese" murder-gameshow, complete with Epic Prizes!
 

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