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Capricious Home Rules and DM Pet Peeves
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<blockquote data-quote="RedSiegfried" data-source="post: 7000341" data-attributes="member: 6801611"><p>One house rule I do I guess is somewhat capricious, but then again, I do it for what I think is a good reason, and I've put some thought into it based on my experiences over the years.</p><p></p><p>After years of seeing some people in my games get short changed on treasure simply because the players weren't assertive enough to speak out on their own behalf, I now actually assign magic item treasure to particular characters, and I select the items with that person in mind (like the 4e parcel system). What they choose to do with them after that (give them away, trade them, sell them, whatever) is up to them because it's theirs to do with what they please. Monetary treasure is also divided equally (and XP is awarded evenly too, for that matter).</p><p></p><p>So basically, I remove the initial decision of who gets what from the players' hands. But they can still override my decision by trading amongst themselves.</p><p></p><p>I even took it a step further in the last 4e campaign I did and told players that if they didn't like the magic items I assigned them, they can substitute any other legal magic item of equal or lower level, or consumables, ritual components or residuum of equal value (except Rare consumables). Most players still just took the magic items I chose for them though so I guess I did a pretty good job picking stuff they'd like.</p></blockquote><p></p>
[QUOTE="RedSiegfried, post: 7000341, member: 6801611"] One house rule I do I guess is somewhat capricious, but then again, I do it for what I think is a good reason, and I've put some thought into it based on my experiences over the years. After years of seeing some people in my games get short changed on treasure simply because the players weren't assertive enough to speak out on their own behalf, I now actually assign magic item treasure to particular characters, and I select the items with that person in mind (like the 4e parcel system). What they choose to do with them after that (give them away, trade them, sell them, whatever) is up to them because it's theirs to do with what they please. Monetary treasure is also divided equally (and XP is awarded evenly too, for that matter). So basically, I remove the initial decision of who gets what from the players' hands. But they can still override my decision by trading amongst themselves. I even took it a step further in the last 4e campaign I did and told players that if they didn't like the magic items I assigned them, they can substitute any other legal magic item of equal or lower level, or consumables, ritual components or residuum of equal value (except Rare consumables). Most players still just took the magic items I chose for them though so I guess I did a pretty good job picking stuff they'd like. [/QUOTE]
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