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General Tabletop Discussion
*TTRPGs General
Ways of Dividing Treasure-How do You do it?
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<blockquote data-quote="kengar" data-source="post: 233575" data-attributes="member: 3230"><p>My players have used the Market Value of the item to "buy" the item from the party. Giving up an appropriate amount of cash to acquire it. Personally, I am not entirely fond of this method, but the players are satisfied with it, so it works. </p><p></p><p>In a situation where there is an item worth more than any one player can afford to pay, the party can decide whether they are willing to wait for the cash (sort of like a "loan" to the player with the item) or vote to sell it and split the cash.</p><p></p><p>The biggest drawback to the system is from a roleplaying perspective. As a DM, I don't like how the party will begin to view magic items as just a commodity with a price tag. Also, part of me is irked by their casual knowledge of the GP value on items (though I am too lazy to change them <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />). It detracts from the flavor of the game and makes it 'about the numbers'. In a high-magic world (my last campaign used FRCS), characters often would rather sell a magic sword they found and use the cash to have one custom made because they'd "rather have Keen than Wounding", or whatever. Yes, I know I could have made enchantment services rarer or more expensive, but I was trying to run a fairly straight from the book setting/campaign.</p><p></p><p>Like I say, though, the main thing is the players agree on the method of loot division, so that keeps them happy and having fun.</p></blockquote><p></p>
[QUOTE="kengar, post: 233575, member: 3230"] My players have used the Market Value of the item to "buy" the item from the party. Giving up an appropriate amount of cash to acquire it. Personally, I am not entirely fond of this method, but the players are satisfied with it, so it works. In a situation where there is an item worth more than any one player can afford to pay, the party can decide whether they are willing to wait for the cash (sort of like a "loan" to the player with the item) or vote to sell it and split the cash. The biggest drawback to the system is from a roleplaying perspective. As a DM, I don't like how the party will begin to view magic items as just a commodity with a price tag. Also, part of me is irked by their casual knowledge of the GP value on items (though I am too lazy to change them :D). It detracts from the flavor of the game and makes it 'about the numbers'. In a high-magic world (my last campaign used FRCS), characters often would rather sell a magic sword they found and use the cash to have one custom made because they'd "rather have Keen than Wounding", or whatever. Yes, I know I could have made enchantment services rarer or more expensive, but I was trying to run a fairly straight from the book setting/campaign. Like I say, though, the main thing is the players agree on the method of loot division, so that keeps them happy and having fun. [/QUOTE]
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