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Division of Treasure
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<blockquote data-quote="funkysnunkulator" data-source="post: 3738741" data-attributes="member: 54963"><p>it doesn't matter what method you use, as long as you remember that no matter who says what about the "inequity of the situation", there are built in solutions (the game has provided them).</p><p></p><p>for example, dividing equipment according to appropriateness. swords to fighters, staves to wizards etc, if things are getting a little "unbalanced" make an item a legacy item, or if someone is getting too much stuff? cursed item.</p><p></p><p>a couple cursed items will knock the greedy tendencies out of a player in a heartbeat.</p><p></p><p>a player/character always ends up with the choicest items? have and item be distinctive. so cool it just can't be let go. and have it belong to someone powerful and influential who wants it back. let nature take it's course.</p><p></p><p>there is always a way to find balance and equity.</p><p></p><p>also remember that the characters won't necessarily know exactly what an item does when they find it. if handled creatively, the dm can get balance through players unwillingness to touch certain things.</p><p></p><p>reminded of a comic in dungeon or dragon magazine. two characters are peeking around a corner at a childs bouncy call sitting on a chair.</p><p></p><p>one says to the other "this wouldn't have concerned me before the incident with the giant and the pogo stick".</p><p></p><p>also remember, if the players are happy with the method of treasure division, let em do it. treasure/rewards should only be manipulated to serve an "in game" purpose.</p><p></p><p>all that said, items generally seem to go to the character that can best use it. only saw one group try the bidding method. didn't work out. huge war. many deaths.</p></blockquote><p></p>
[QUOTE="funkysnunkulator, post: 3738741, member: 54963"] it doesn't matter what method you use, as long as you remember that no matter who says what about the "inequity of the situation", there are built in solutions (the game has provided them). for example, dividing equipment according to appropriateness. swords to fighters, staves to wizards etc, if things are getting a little "unbalanced" make an item a legacy item, or if someone is getting too much stuff? cursed item. a couple cursed items will knock the greedy tendencies out of a player in a heartbeat. a player/character always ends up with the choicest items? have and item be distinctive. so cool it just can't be let go. and have it belong to someone powerful and influential who wants it back. let nature take it's course. there is always a way to find balance and equity. also remember that the characters won't necessarily know exactly what an item does when they find it. if handled creatively, the dm can get balance through players unwillingness to touch certain things. reminded of a comic in dungeon or dragon magazine. two characters are peeking around a corner at a childs bouncy call sitting on a chair. one says to the other "this wouldn't have concerned me before the incident with the giant and the pogo stick". also remember, if the players are happy with the method of treasure division, let em do it. treasure/rewards should only be manipulated to serve an "in game" purpose. all that said, items generally seem to go to the character that can best use it. only saw one group try the bidding method. didn't work out. huge war. many deaths. [/QUOTE]
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