The other day I caught one of my players ticking off the packages the party was receiving from the back of his character book. To be sure they got them all. And it did seem to me that it was breaking suspension of disbelief a bit - mine if not the players.
I was rather surprised when I first read the treasure parcel system, but I think I'll come to like it provided that it's not followed blindly. If one of my players were ticking off treasure parcels, I'd smack him upside the head and tell him to stop meta-gaming (well, I'd have a monster smack his character - the monsters hit harder than I do.) I'm also not sure about wish-lists for items. I'm more inclined to choose items that I think the characters would like and want to use, and place them in the adventure.
I have no intentions of telling my players about the treasure parcel system. The treasure parcel mechanic is something that goes on behind the screen. Just as I won't take the time to explain the details of how encounters are designed, I won't be explaining how treasures are placed. It's not that I will go out of my way to keep that particular mechanic a secret from my players; I simply don't expect them to buy the DMG or to read it. They really don't need to. Of all of them, only my husband DM's, and he already knows about it. He's not going to give me grief if the characters don't receive every parcel due them, or if they get two items of the same level in the course of an adventure. If any of the players were to meta-game to the extent of ticking off parcels from a list, a simple statement of "They're more guidelines than actual rules" would suffice.
I honestly don't think they will see anything different in the way that treasure is handed out compared to how it's always been. I'll be dividing up the parcels in ways that make sense to me, putting small amounts of coin on more creatures, so there will not be 10 discrete parcels. Certainly the DMG recommends mixing it up in that way. Furthermore, if they don't search for stuff, they will be missing out on some treasure - primarily monetary in nature. If a particular magic item can be used by one of the foes, then it's far better off being worn/used in combat, keeping the magic threshold in mind. Having their enemy use a special power from an item will definitely pique the interest of the characters. As for items the NPC's have, such as the wyrmpriest's staff, I'm going with the explanation that it's just a staff, the magic is in the priest, not the implement.
The system will make it much easier to figure out treasure, and to keep it balanced by the rules. If I want a reduced magic game, I can figure out how far below the curve I am, and reduce creature stats by an appropriate amount to compensate. I've always played in lower magic games, so to me getting 4 permanent magic items for the party at first level *seems* really powerful. We only ever got potions, scrolls, wands and other consumable items at that low a level. Certainly 1st level in 4E is more like 3rd or 4th level in prior editions, so perhaps the magic needs to be considered in light of that. I may try it out as written, just to see how it plays. The players will think I'm a Monty Haul GM compared to my hubby though.
