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<blockquote data-quote="Merkuri" data-source="post: 3736406" data-attributes="member: 41321"><p>I've always tried to play it so the item goes to the character who will get the most use out of it. After all, what good is the awesomely powerful sword going to do in the hands of a wizard? Give it to the fighter. Making sure the useful items get passed out to the people who will use them best makes the party as a whole stronger. The wizard benefits by giving the sword to the fighter, because the fighter can better keep baddies away from the squishy party members (like the wizard).</p><p></p><p>In the campaign before this one (World's Largest Dungeon, played online through the live gaming/chat client, OpenRPG) we went through a phase where we didn't have enough regular players and kept trying to recruit more. Unfortunately, the crucial role of the scout/trapfinder/lockpicker was the one that needed filling by these new players, and they kept being duds. The players wouldn't pay attention, would take forever to scout out a passageway (making the rest of the party wait), and usually eventually stopped showing up. When dropping a player like that the DM usually killed or eliminated the character in such a way that his gear was gone.</p><p></p><p>We could usually tell when a player was going to work out and when he was not, but the DM liked to give everyone a chance and waited for them to miss their three sessions (this was a blanket rule with this DM... anyone missing three sessions without warning or a good excuse was kicked out) before dropping them. </p><p></p><p>After the third such rogue character being dropped in a row, the DM wondered out loud why we kept giving the obviously inept rogue characters all the good gear, which we knew would be lost when the player was inevitably kicked out. Our answer was basically, well, what else should we do? We get goggles of infravision, those are obviously good for the rogue. Potions of invisibility? Rogue. Boots of elvenkind? Rogue! Our characters didn't know the player was a douchebag. We can't sell the items easily (in an inescapable dungeon, trying to get out). The obvious choice is to give them to the guy who we're relying on to let us know where the bad things are before we get there.</p><p></p><p>I don't think of the party as me and a whole bunch of other people who happen to be going in the same direction with the same goals. We're one unit. Each character is a part of one entity. I benefit when I give my gear to the guy who can use it best. Doing otherwise would be like putting a glove on your head because you didn't find a helmet and every other body part got something. Gloves do the head no good. Put them on your hands instead.</p></blockquote><p></p>
[QUOTE="Merkuri, post: 3736406, member: 41321"] I've always tried to play it so the item goes to the character who will get the most use out of it. After all, what good is the awesomely powerful sword going to do in the hands of a wizard? Give it to the fighter. Making sure the useful items get passed out to the people who will use them best makes the party as a whole stronger. The wizard benefits by giving the sword to the fighter, because the fighter can better keep baddies away from the squishy party members (like the wizard). In the campaign before this one (World's Largest Dungeon, played online through the live gaming/chat client, OpenRPG) we went through a phase where we didn't have enough regular players and kept trying to recruit more. Unfortunately, the crucial role of the scout/trapfinder/lockpicker was the one that needed filling by these new players, and they kept being duds. The players wouldn't pay attention, would take forever to scout out a passageway (making the rest of the party wait), and usually eventually stopped showing up. When dropping a player like that the DM usually killed or eliminated the character in such a way that his gear was gone. We could usually tell when a player was going to work out and when he was not, but the DM liked to give everyone a chance and waited for them to miss their three sessions (this was a blanket rule with this DM... anyone missing three sessions without warning or a good excuse was kicked out) before dropping them. After the third such rogue character being dropped in a row, the DM wondered out loud why we kept giving the obviously inept rogue characters all the good gear, which we knew would be lost when the player was inevitably kicked out. Our answer was basically, well, what else should we do? We get goggles of infravision, those are obviously good for the rogue. Potions of invisibility? Rogue. Boots of elvenkind? Rogue! Our characters didn't know the player was a douchebag. We can't sell the items easily (in an inescapable dungeon, trying to get out). The obvious choice is to give them to the guy who we're relying on to let us know where the bad things are before we get there. I don't think of the party as me and a whole bunch of other people who happen to be going in the same direction with the same goals. We're one unit. Each character is a part of one entity. I benefit when I give my gear to the guy who can use it best. Doing otherwise would be like putting a glove on your head because you didn't find a helmet and every other body part got something. Gloves do the head no good. Put them on your hands instead. [/QUOTE]
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