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5e GMs - Why or Why Not Wandering Treasure?
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<blockquote data-quote="Blue" data-source="post: 7504455" data-attributes="member: 20564"><p>4e did something that was eye opening - divorced treasure from looting. It had a good reason - treasure, specifically the magic item advancement treadmill, was built into character advancement math. But the idea of treasure packets was liberating. Mayor sends you out against bandits. Maybe you drive off the bandits and loot them - treasure worth X. Maybe you convinced them to give up their life of banditry ... and then the mayor gave you a reward worth X when you got back to town. Maybe you joined the bandit and his merry men, and got given items they couldn't use worth X.</p><p></p><p>Moving treasure, and through milestones XP, away from the kill-them-and-loot point of view that the mechanics rewarded, does a lot to move away from murderhobo beign the most mechanically supported way to play because that's how you got the rewards.</p><p></p><p>So yeah, if it's appropriate, why not. A merchant's donkey taken down by wolves with a saddlebag full of expensive spices. A holy spring that will supply up to 4 vials of holy water. (And taking more is selfish and it all becomes just normal water). The remains of a smuggler with his contraband, dead from natural causes. A circlet-crown of elven make recently unburied as an ancient oak has fallen during the thunderstorm. A seldom-blooming orchid used in the creation of magic potions, or berries used in making a rare blue ink. A battleground, well salvaged but thee's always something more. Heck, a good chunk of the list of spell components are things found in the wilderness, including a bunch with a GP cost.</p><p></p><p>The key there is if appropriate - well picked over ruins or whatever are not likely to have things. The further from civilization, the better. And, of course, that you want to give something to the characters.</p></blockquote><p></p>
[QUOTE="Blue, post: 7504455, member: 20564"] 4e did something that was eye opening - divorced treasure from looting. It had a good reason - treasure, specifically the magic item advancement treadmill, was built into character advancement math. But the idea of treasure packets was liberating. Mayor sends you out against bandits. Maybe you drive off the bandits and loot them - treasure worth X. Maybe you convinced them to give up their life of banditry ... and then the mayor gave you a reward worth X when you got back to town. Maybe you joined the bandit and his merry men, and got given items they couldn't use worth X. Moving treasure, and through milestones XP, away from the kill-them-and-loot point of view that the mechanics rewarded, does a lot to move away from murderhobo beign the most mechanically supported way to play because that's how you got the rewards. So yeah, if it's appropriate, why not. A merchant's donkey taken down by wolves with a saddlebag full of expensive spices. A holy spring that will supply up to 4 vials of holy water. (And taking more is selfish and it all becomes just normal water). The remains of a smuggler with his contraband, dead from natural causes. A circlet-crown of elven make recently unburied as an ancient oak has fallen during the thunderstorm. A seldom-blooming orchid used in the creation of magic potions, or berries used in making a rare blue ink. A battleground, well salvaged but thee's always something more. Heck, a good chunk of the list of spell components are things found in the wilderness, including a bunch with a GP cost. The key there is if appropriate - well picked over ruins or whatever are not likely to have things. The further from civilization, the better. And, of course, that you want to give something to the characters. [/QUOTE]
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