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The new DM's mistake
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<blockquote data-quote="redrick" data-source="post: 6674634" data-attributes="member: 6777696"><p>Do all players get to pass their treasure onto their own PC's while they are taking a turn at the DM's chair? Or is this just something this player worked out special?</p><p></p><p>My first 5e campaign was a series of converted B/X adventures. While I did reduce the magic items a bit, I still wound up giving my PCs too much treasure, in terms of magic items and gp. Within no time, they had more gold than they knew what to do with, and I felt like I was scrambling to come up with ways for them to spend it that felt satisfying, instead of just, "oh, you're rich, so now you can buy that $1,000 bottle of wine with your tomato and mozzarella panini." And the extra magic items also forced me to pump up the encounter difficulty to compensate. Neither problem was insurmountable, but it was hard to find solutions that didn't just feel like the old advancement treadmill. Ideally, I'd like players to identify something they'd really like to do or have, but can't, because they don't have the proper loot, and then, once they've had a chance to work up an appetite, getting the required loot is super satisfying.</p><p></p><p>Our current DM had a similar problem. He not only passed out a lot of loot in the first few sessions, but also gave out a ton of XP. Characters were leveling up before they'd had a chance to test the limits of their current powers. I tried to say, "hey, maybe we can have a little less xp?" but I felt like an ungrateful jackass, and I feel a little bad about over-critiquing the first-time DM, as I'm the "experienced DM" of the group. (All relative, of course.)</p><p></p><p>Anyway, it's not the end of the world, but never wanting for loot effectively dulls one of the key hooks for a lot of adventures, namely, the acquisition of loot.</p></blockquote><p></p>
[QUOTE="redrick, post: 6674634, member: 6777696"] Do all players get to pass their treasure onto their own PC's while they are taking a turn at the DM's chair? Or is this just something this player worked out special? My first 5e campaign was a series of converted B/X adventures. While I did reduce the magic items a bit, I still wound up giving my PCs too much treasure, in terms of magic items and gp. Within no time, they had more gold than they knew what to do with, and I felt like I was scrambling to come up with ways for them to spend it that felt satisfying, instead of just, "oh, you're rich, so now you can buy that $1,000 bottle of wine with your tomato and mozzarella panini." And the extra magic items also forced me to pump up the encounter difficulty to compensate. Neither problem was insurmountable, but it was hard to find solutions that didn't just feel like the old advancement treadmill. Ideally, I'd like players to identify something they'd really like to do or have, but can't, because they don't have the proper loot, and then, once they've had a chance to work up an appetite, getting the required loot is super satisfying. Our current DM had a similar problem. He not only passed out a lot of loot in the first few sessions, but also gave out a ton of XP. Characters were leveling up before they'd had a chance to test the limits of their current powers. I tried to say, "hey, maybe we can have a little less xp?" but I felt like an ungrateful jackass, and I feel a little bad about over-critiquing the first-time DM, as I'm the "experienced DM" of the group. (All relative, of course.) Anyway, it's not the end of the world, but never wanting for loot effectively dulls one of the key hooks for a lot of adventures, namely, the acquisition of loot. [/QUOTE]
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