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General Tabletop Discussion
*Dungeons & Dragons
Best way to deal with greedy players and magic items in a fun game.
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<blockquote data-quote="jgsugden" data-source="post: 8668263" data-attributes="member: 2629"><p>D&D is a role playing game. Characters play a role in a story. Up and until character decisions make things bad for the players, it is best to think in character.</p><p></p><p>The PCs kill a dragon (yeah) and find the treasure pile. In it is a magic longsword, a magic ring, 4 magic scrolls, 6 nonmagical gems and 500 gp worth of coins.</p><p></p><p>Nothing has a price tag on it. These characters in your RPG story do not usually have a quick way to tell what they are worth. Heck, the DMG doesn't even have a specific price guide. So, in a real world situation, how would this be handled?</p><p></p><p>It depends on the group. </p><p></p><p>You might have one person be tasked with making 5 separate piles and then letting people select a pile, with them selecting last.</p><p></p><p>You might have them split the funds and then auction off the items (and allow for IOUs).</p><p></p><p>You might have one of them appraise the items using their proficiencies or magic and then allow PCs to distribute it fairly, with PCs offering up items they already have for some value. </p><p></p><p>You might see the group just take turns selecting magic items and giving someone a chance to delay their turn if there isn't something they ;lik in the pile. </p><p></p><p>You might have one guy that thinks they can steal one of the items before anyone else notices it is there. In this instance, you'd need to know if the group is ok with this type of activity as players. If not, the DM (supported by other players) should tell the player that the people do not want that in the game, even if the characters should be able to get away with it. </p><p></p><p>In the end, dealing with it all in story gives you more immersion and a better chance to enjoy the game world. Reducing it to video game style monitization and silliness just keeps it from reaching full potential.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8668263, member: 2629"] D&D is a role playing game. Characters play a role in a story. Up and until character decisions make things bad for the players, it is best to think in character. The PCs kill a dragon (yeah) and find the treasure pile. In it is a magic longsword, a magic ring, 4 magic scrolls, 6 nonmagical gems and 500 gp worth of coins. Nothing has a price tag on it. These characters in your RPG story do not usually have a quick way to tell what they are worth. Heck, the DMG doesn't even have a specific price guide. So, in a real world situation, how would this be handled? It depends on the group. You might have one person be tasked with making 5 separate piles and then letting people select a pile, with them selecting last. You might have them split the funds and then auction off the items (and allow for IOUs). You might have one of them appraise the items using their proficiencies or magic and then allow PCs to distribute it fairly, with PCs offering up items they already have for some value. You might see the group just take turns selecting magic items and giving someone a chance to delay their turn if there isn't something they ;lik in the pile. You might have one guy that thinks they can steal one of the items before anyone else notices it is there. In this instance, you'd need to know if the group is ok with this type of activity as players. If not, the DM (supported by other players) should tell the player that the people do not want that in the game, even if the characters should be able to get away with it. In the end, dealing with it all in story gives you more immersion and a better chance to enjoy the game world. Reducing it to video game style monitization and silliness just keeps it from reaching full potential. [/QUOTE]
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