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General Tabletop Discussion
*Pathfinder & Starfinder
A DM's Dilemma: Item acquisition and placement
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<blockquote data-quote="anest1s" data-source="post: 5632374" data-attributes="member: 94230"><p>It depends heavily on the DM. Its hard for most ppl to see they do something wrong and even harder to correct it. Going down the wild-houseruling road can prove fatal <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p>Chaos is fun when it is in favor of the players...and usually it isn't/ or the players think it isn't.</p><p>I don't mind a bit of Chaos even if its against me, but I certainly feel safer when I know that the guidelines are followed.</p><p></p><p></p><p></p><p>Give them a reason to search there...like maybe their owners told them that each one of the PCs can choose one thing from the chest that is in the back room. Or maybe the whole chest is their reward. Or some other reason. </p><p></p><p>Usually, getting in someones house and grabbing stuff from a chest is named ''stealing'' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> So in this example, there needs to be a motive.</p><p></p><p>Hide the loot once. Then give them a gp reward for clearing the house later. Or add stuff to a later encounter. </p><p></p><p></p><p></p><p>How does this work? What level are your PCs? Some items are stronger than others- the cheapest magic ring is way too expensive. From a first glance at your system it looks dangerous, and I don't think it could work without book keeping from your part. Maybe changing this would save you lots of time that you could use preparing other things. </p><p></p><p> </p><p></p><p>Check how much total wealth the PCs have, compare it to DMG. If they are above where they should be, ''take it or leave it''. If they are below, ''reallocate''.</p><p></p><p>From personal experience, when your players will realize that there is loot around that they wont get if they wont search, they will metagame into ransacking the place even if they normally wouldn't. A Paladin that normally wouldn't loot a dead body will have to metagame himself into looting. But it saves you time. </p><p></p><p>So the real question is what you prefer. I propose turning what the players don't find into future quest rewards. This way your PCs won't notice that they will get their loot no matter what, and will not metagame into thinking ''whatever, he will give it to us later''. And you won't have to book-keep that hard.</p><p></p><p> Quest reward can be a house, gp, spellcasting support from a temple/strong caster for ''x'' spells, a very special service (like exceptional help from a sage for knowledge checks) etc etc.</p></blockquote><p></p>
[QUOTE="anest1s, post: 5632374, member: 94230"] It depends heavily on the DM. Its hard for most ppl to see they do something wrong and even harder to correct it. Going down the wild-houseruling road can prove fatal :p Chaos is fun when it is in favor of the players...and usually it isn't/ or the players think it isn't. I don't mind a bit of Chaos even if its against me, but I certainly feel safer when I know that the guidelines are followed. Give them a reason to search there...like maybe their owners told them that each one of the PCs can choose one thing from the chest that is in the back room. Or maybe the whole chest is their reward. Or some other reason. Usually, getting in someones house and grabbing stuff from a chest is named ''stealing'' :P So in this example, there needs to be a motive. Hide the loot once. Then give them a gp reward for clearing the house later. Or add stuff to a later encounter. How does this work? What level are your PCs? Some items are stronger than others- the cheapest magic ring is way too expensive. From a first glance at your system it looks dangerous, and I don't think it could work without book keeping from your part. Maybe changing this would save you lots of time that you could use preparing other things. Check how much total wealth the PCs have, compare it to DMG. If they are above where they should be, ''take it or leave it''. If they are below, ''reallocate''. From personal experience, when your players will realize that there is loot around that they wont get if they wont search, they will metagame into ransacking the place even if they normally wouldn't. A Paladin that normally wouldn't loot a dead body will have to metagame himself into looting. But it saves you time. So the real question is what you prefer. I propose turning what the players don't find into future quest rewards. This way your PCs won't notice that they will get their loot no matter what, and will not metagame into thinking ''whatever, he will give it to us later''. And you won't have to book-keep that hard. Quest reward can be a house, gp, spellcasting support from a temple/strong caster for ''x'' spells, a very special service (like exceptional help from a sage for knowledge checks) etc etc. [/QUOTE]
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