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<blockquote data-quote="Robtheman" data-source="post: 5262190" data-attributes="member: 89625"><p><strong>making loot fun in 4e</strong></p><p></p><p>Number 1 rule for me is "Magic items should be special". Either the way they get it, what they get it from, why they get it, or something unique about the object itself. It could have lore that you share about it, or a special significance to the PCs backstory. This helps to get past the "sweet I can hit 5% more often" metagaming response to magic loot.</p><p></p><p>Number 2 rule for me is "Let them be broke for a while. Level 1 characters should be broke as a joke unless the story specifically demands otherwise. Even then they shouldn't be in complete control of large amounts of wealth.</p><p></p><p>I tend to keep a list of what treasure is recommended for a level, based on the "treasure lots" system in 4e. When I pick an item to give them based on my criteria below I simply fill in an appropriate spot on my list. This prevents giving too much loot or too little. That doesn't mean I follow the advice specifically. A level 2, 3, 4 and 5 magic item, plus 750 gold in stuff at first level is just too rigid. If I give more than the recommended amount of Gold or Art Objects its usually because I know they will need to spend it soon or I know it's an object they will be hesitant to sell.</p><p></p><p>I like using a combination of:</p><p>Gold of course</p><p></p><p>Art objects that help direct your plot </p><p>- A carving that is quite valuable but is related to a plot hook</p><p>- A painting that is wrapped in parchment and labeled for delivery to a nearby noble with a note that indicates the agreed upon price</p><p></p><p>Magical objects that aren't used strictly for fighting but could add flavor to combat</p><p>- A boring object with a ritual stored in it that can be used once per day (favorite so far was a magical shovel with "Clear the Path" in it)</p><p>- An enchanted bolt of silk that could give a bonus to a bard's diplomacy or bluff if they turn it into a performance costume</p><p>- Wonderous items like an ever flowing boot flask of liquor or floating lantern</p><p></p><p>Magical Weapons and Armor</p><p>- 4e encourages items that match certain builds. This is annoying because I don't like the bad guys to have exactly the item your PCs need every time they kill something. To rectify this I like to combine:</p><p></p><p>- Boss or lieutenant NPCs that are somewhat similar to one of the players. An evil priest if you have a priest. An obnoxious bard if you have one. A devious thief or assassin that plagues them for a while. An almost natural animosity develops as the PC is some times one-upped by the NPC. Mentioning the magical items that NPC uses in your descriptions helps lead in to the PC getting the magical stuff as a result of destroying their foe. Naturally if they share classes/roles, the magical items will be appropriate for the player, but it doesn't smack of DM manipulation.</p><p></p><p>- Something spectacular and supernatural occurs as the party destroys creature. Somehow the energy infuses into one of the party members equipment, enchanting something they are wearing. In this case I would let the player pick the enchantment and item from within a level range. This is like Christmas for the player, but it doesn't get out of balance because you control how often it happens. Having it occur as the result of someone doing something particularly brave or cool to kill a foe or save a fellow also encourages more of said behavior.</p><p></p><p>- Not giving any treasure at all for a while if you know there is a Big Bad at the end of a dungeon that loves treasure, then letting them find the entire hoard at once is super fun for the players, but not all the time. Let them find a handful of items, one of which is exactly right for one player, and others that are so-so for others.</p><p></p><p>Never give treasure that doesn't make sense. That said, you can place another source of loot in the scene. Perhaps the spider doesn't have gold, but one of it's web wrapped prey is still wearing their magical armor. The armor is the only thing undamaged by the mucous and poison.</p><p></p><p>Don't be afraid to take away treasure if you see they are getting too rich. Let them be ensnared in a trap and spend some time recovering their goods from some foes. That said, don't magically whisk their stuff away in the night. They bad guys must legitimately earn it through guile or deception. Open dice rolls here.</p><p></p><p>Always kill their horses, sink their boat, destroy they cart, explode the donkey, etc... No better way to make them broke than to destroy something mundane. Also, this will make them hate you in a good way.</p><p></p><p>That's all I've got for today.</p></blockquote><p></p>
[QUOTE="Robtheman, post: 5262190, member: 89625"] [b]making loot fun in 4e[/b] Number 1 rule for me is "Magic items should be special". Either the way they get it, what they get it from, why they get it, or something unique about the object itself. It could have lore that you share about it, or a special significance to the PCs backstory. This helps to get past the "sweet I can hit 5% more often" metagaming response to magic loot. Number 2 rule for me is "Let them be broke for a while. Level 1 characters should be broke as a joke unless the story specifically demands otherwise. Even then they shouldn't be in complete control of large amounts of wealth. I tend to keep a list of what treasure is recommended for a level, based on the "treasure lots" system in 4e. When I pick an item to give them based on my criteria below I simply fill in an appropriate spot on my list. This prevents giving too much loot or too little. That doesn't mean I follow the advice specifically. A level 2, 3, 4 and 5 magic item, plus 750 gold in stuff at first level is just too rigid. If I give more than the recommended amount of Gold or Art Objects its usually because I know they will need to spend it soon or I know it's an object they will be hesitant to sell. I like using a combination of: Gold of course Art objects that help direct your plot - A carving that is quite valuable but is related to a plot hook - A painting that is wrapped in parchment and labeled for delivery to a nearby noble with a note that indicates the agreed upon price Magical objects that aren't used strictly for fighting but could add flavor to combat - A boring object with a ritual stored in it that can be used once per day (favorite so far was a magical shovel with "Clear the Path" in it) - An enchanted bolt of silk that could give a bonus to a bard's diplomacy or bluff if they turn it into a performance costume - Wonderous items like an ever flowing boot flask of liquor or floating lantern Magical Weapons and Armor - 4e encourages items that match certain builds. This is annoying because I don't like the bad guys to have exactly the item your PCs need every time they kill something. To rectify this I like to combine: - Boss or lieutenant NPCs that are somewhat similar to one of the players. An evil priest if you have a priest. An obnoxious bard if you have one. A devious thief or assassin that plagues them for a while. An almost natural animosity develops as the PC is some times one-upped by the NPC. Mentioning the magical items that NPC uses in your descriptions helps lead in to the PC getting the magical stuff as a result of destroying their foe. Naturally if they share classes/roles, the magical items will be appropriate for the player, but it doesn't smack of DM manipulation. - Something spectacular and supernatural occurs as the party destroys creature. Somehow the energy infuses into one of the party members equipment, enchanting something they are wearing. In this case I would let the player pick the enchantment and item from within a level range. This is like Christmas for the player, but it doesn't get out of balance because you control how often it happens. Having it occur as the result of someone doing something particularly brave or cool to kill a foe or save a fellow also encourages more of said behavior. - Not giving any treasure at all for a while if you know there is a Big Bad at the end of a dungeon that loves treasure, then letting them find the entire hoard at once is super fun for the players, but not all the time. Let them find a handful of items, one of which is exactly right for one player, and others that are so-so for others. Never give treasure that doesn't make sense. That said, you can place another source of loot in the scene. Perhaps the spider doesn't have gold, but one of it's web wrapped prey is still wearing their magical armor. The armor is the only thing undamaged by the mucous and poison. Don't be afraid to take away treasure if you see they are getting too rich. Let them be ensnared in a trap and spend some time recovering their goods from some foes. That said, don't magically whisk their stuff away in the night. They bad guys must legitimately earn it through guile or deception. Open dice rolls here. Always kill their horses, sink their boat, destroy they cart, explode the donkey, etc... No better way to make them broke than to destroy something mundane. Also, this will make them hate you in a good way. That's all I've got for today. [/QUOTE]
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