Alternative Loot Generation for a Younger Party

Wolfworm

First Post
I DM for my kids, and if a magic sword appears in a treasure pile it's time to roll initiative in real life because they are going to fight over it. I have been thinking through ways to compartmentalize each characters' loot by pre-assigning treasure to each player.

For example, after opening a chest, I give each PC a sheet of paper with several items listed - i.e.: Blue potion, dagger with eagle head on pommel, silver ring - PICK ONE. Each player has a unique list of items that only the PC has access to, there is no overlap.

It's kind of meta, but it allows them the feeling of choosing from a loot pile. I think that I will not reveal any of the characteristics of any item until it is picked, meaning they cannot cast Detect Magic or Identify on the list, as the items "dont exist" until they are picked.

Do you guys have any other loot handout systems for this scenario, or any improvements for this one?

Please forgive me if this has been covered previously. I searched and could not find anything on this specific topic.

PS - I got this idea from when I played DDO way back in the day.
 

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No, I basically use the system you describe even with adults. Or the dreaded "wish lists".
 

I'd use it as a real life learning experience and find a way to get them to come to a solution of some sort on treasure allocation. Or have them roll for first pick.
 

You might also consider using "awarded loot" rather than "found loot". They generally find only mundane items off the monster, but at different points an NPC will award them a specific item for their services and actions.

It may be the local noble rewarding them for taking care of bandits, a Sprite giving them something for helping resolve a problem in their forest, a watery tart in a lake holding up a sword, whatever.

The NPC may give a specific item or boon to each character, or give them a short list of items or favors to choose from.
 

I like the idea Wolf. I've DM'd kids, but never had this idea. The other possibility is you keep a treasure assignment list (we use this with adults). At the start of the campaign everyone rolls and gets placed in order (highest to lowest). The first person on the list gets to pick first assuming their character can use the item. Next etc. If their is nothing they can use or wants, the can take a by and preserve their pick for the next treasure parcel. It works ok, but may not stop young jealousy.

I think your idea is better personally. Though do be careful, it would be easy to give out too many powerful items as normally a parcel has one or two more significant items and a bunch of lesser. In this case, you might end up giving everyone a significant item. But as long as you are aware of it and adopt the treasure for the next time, you'll be fine.

Also consider magic items that aren't +1, etc, but rather are more like magical trinkets or have unique powers. Kids might like those more than the typical ones. i.e. a sword that glows blue when orcs are nearby. A bow that turn it's arrows into ice bolts (1/2 piercing 1/2 cold damage).
 

I like this idea, it takes a kind of video-gamey idea and makes it more of a milestone approach. End of quest rewards feel more significant, and with younger players, felt significance is really important.

Thanks!
 

Aha! Yes. I need to make sure that the lesser items are given out more frequently. Maybe I only use the "gumball machine token" approach for more significant items, and do smaller loot piles regularly?

I *love* lesser magic items. The cosmetic ice arrow is kind of brilliant. It doesnt change the damage amount, but it feels significant to have ice splinters explode from the target. And they can learn about resistances that way as well.
 

To avoid a quarrel ahead of time, I decided that the dragon was not just hiding a single Sword of Dragon-Slaying in its hoard but a matching set - dagger, shortsword, rapier, longsword, two-handed sword - in a nicely-crafted case. (I do love Art Objects -sigh- !) The group had characters that could use each one. Everybody went home happy - and I didn't have to wade through those complicated "Random Treasure Generation Tables" in the DMG.
 

To avoid a quarrel ahead of time, I decided that the dragon was not just hiding a single Sword of Dragon-Slaying in its hoard but a matching set - dagger, shortsword, rapier, longsword, two-handed sword - in a nicely-crafted case. (I do love Art Objects -sigh- !) The group had characters that could use each one. Everybody went home happy - and I didn't have to wade through those complicated "Random Treasure Generation Tables" in the DMG.

Were each of them equal in power? How do you deal with power creep?
 

Were each of them equal in power? How do you deal with power creep?
Each item was a Blade of Dragon-Slaying +1. As the PCs levelled up, I was going to increase the +. Perhaps when they slay each of the major dragons in the plot arc.

I should have noted: this was the HotDQ / Tiamat adventures. The group slew Arauthator in his lair.
 

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