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General Tabletop Discussion
*Pathfinder & Starfinder
Adding some variety to treasure parcels
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<blockquote data-quote="alleynbard" data-source="post: 4766644" data-attributes="member: 16220"><p>I let my players write it down and it takes a little longer, but they are rather thorough searchers so they tend to take a long time in treasure collection anyway. I also have a group of rather rabid note takers, so they don't mind. It gives them some grounding in the setting and allows some downtime before they move on. </p><p></p><p>I guess the story elements it adds has to be balanced by how much your characters would care. I know some groups wouldn't want to deal with that level of detail and that's okay. I can understand. If they are only concerned with the value you could take the middle road of saying "in this room you find a bunch of goods worth about 110 gp." If you think your players wouldn't be interested you would likely want to skip the idea entirely.</p><p></p><p>As a note, I don't hide the value of the items from my players, but I do reward them if they decide to take a little time when dealing with these items. Commission sales or haggling can net more than the item is actually worth. Research into markets can provide some returns by selling the item in an area that might need the goods. Deeds to property can provide income over the long term with a little attention. Antique coins might be worth more to the right buyer. Items can be gifted to NPCs who might find them appealing and the PCs could gain something valuable in return, either material or ephemeral.</p><p></p><p>Some goods can be used to start businesses. Can you imagine starting a general store with the items found in a dungeon? PCs could leave someone in charge to man the store while they are away. That income earned could far outweigh the sale of the initial find, so long as the store is managed properly.</p><p></p><p>The system can be used to provide simply background for campaign or it can open up new avenues of play that players might not have initially thought about. Business ownership, trade deals, and valuable bribes are all things that come from this kind of granularity.</p><p></p><p>As I said, it may not work for everyone. If you are interested, sit down with your players and see what they think. They might really warm up to the idea.</p></blockquote><p></p>
[QUOTE="alleynbard, post: 4766644, member: 16220"] I let my players write it down and it takes a little longer, but they are rather thorough searchers so they tend to take a long time in treasure collection anyway. I also have a group of rather rabid note takers, so they don't mind. It gives them some grounding in the setting and allows some downtime before they move on. I guess the story elements it adds has to be balanced by how much your characters would care. I know some groups wouldn't want to deal with that level of detail and that's okay. I can understand. If they are only concerned with the value you could take the middle road of saying "in this room you find a bunch of goods worth about 110 gp." If you think your players wouldn't be interested you would likely want to skip the idea entirely. As a note, I don't hide the value of the items from my players, but I do reward them if they decide to take a little time when dealing with these items. Commission sales or haggling can net more than the item is actually worth. Research into markets can provide some returns by selling the item in an area that might need the goods. Deeds to property can provide income over the long term with a little attention. Antique coins might be worth more to the right buyer. Items can be gifted to NPCs who might find them appealing and the PCs could gain something valuable in return, either material or ephemeral. Some goods can be used to start businesses. Can you imagine starting a general store with the items found in a dungeon? PCs could leave someone in charge to man the store while they are away. That income earned could far outweigh the sale of the initial find, so long as the store is managed properly. The system can be used to provide simply background for campaign or it can open up new avenues of play that players might not have initially thought about. Business ownership, trade deals, and valuable bribes are all things that come from this kind of granularity. As I said, it may not work for everyone. If you are interested, sit down with your players and see what they think. They might really warm up to the idea. [/QUOTE]
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Adding some variety to treasure parcels
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