Ryan_Singer
First Post
Hi Everyone.
I'm playing in my second 4e game (I GMed the first), and how to divide treasure amongst the players is causing a bit of confusion.
Our GM is giving our group treasure as per RAW (parcels, wishlists, etc).
What we are having dificulty figuring out is how to distribute the monetary portion of the treasure in a way that allows the characters who didn't get the higher level items to keep up. We ended up doing it 3.5 style, can anyone think of a better way?
1. 3.5 style. Count the sale value of the magic items as monetary treasure, thus they become part of the lucky PC's share, and so increasing the amount of money available to the rest of the party.
Pro: Insures that players who don't get items have more money to spend on buying/making them
Con: the sale value in 4e is .2*MP instead of the 3.5 value of .5*MP. This means that the extra gold the unlucky players get is much less, and probably won't fund good enough items.
Example: a 5 man, 10th level party finds a 14th level item, a 13th level item, a 12th level item, an 11th level item, and 10,000GP over the course of the level. Valuing the Magic Items at their Sale Value, that's 22,000GP of treasure, or 4,400GP each. One player gets the lvl 14 item and 200GP, another gets a lvl 13 item and 1,000GP, etc. The last player, who didn't get any magic items, gets 4,400GP in cash. This is enough to make a lvl9 item and have 200GP to spare, which is obviously far less powerful than the first PC, who got a lvl 14 item, and the same remainder of gold.
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Ryan
I'm playing in my second 4e game (I GMed the first), and how to divide treasure amongst the players is causing a bit of confusion.
Our GM is giving our group treasure as per RAW (parcels, wishlists, etc).
What we are having dificulty figuring out is how to distribute the monetary portion of the treasure in a way that allows the characters who didn't get the higher level items to keep up. We ended up doing it 3.5 style, can anyone think of a better way?
1. 3.5 style. Count the sale value of the magic items as monetary treasure, thus they become part of the lucky PC's share, and so increasing the amount of money available to the rest of the party.
Pro: Insures that players who don't get items have more money to spend on buying/making them
Con: the sale value in 4e is .2*MP instead of the 3.5 value of .5*MP. This means that the extra gold the unlucky players get is much less, and probably won't fund good enough items.
Example: a 5 man, 10th level party finds a 14th level item, a 13th level item, a 12th level item, an 11th level item, and 10,000GP over the course of the level. Valuing the Magic Items at their Sale Value, that's 22,000GP of treasure, or 4,400GP each. One player gets the lvl 14 item and 200GP, another gets a lvl 13 item and 1,000GP, etc. The last player, who didn't get any magic items, gets 4,400GP in cash. This is enough to make a lvl9 item and have 200GP to spare, which is obviously far less powerful than the first PC, who got a lvl 14 item, and the same remainder of gold.
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Ryan