Getting rid of treasure distribution

Glad it works for you, Paul.

As for the "anti-heroic" bits, that's mostly a reaction to older editions, where the PCs would take everything that wasn't nailed down every time they went through a dungeon (and generally carried crowbars as well).
Well, I've found the new sale rate (one fifth) is enough for my group. Once they realized that's all they'll be getting, they stopped loading up on trash right away.

That, and the fact NPCs "cheat": as a rule they sport useless gear. Excellent!
 

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I just wing it... am I alone?

My players have gone a few sessions (even levels) getting nothing. But they know eventually they will hit something big... and when that happens, I (at the end of the session usually) just tell them to pick what they want and give them some limitations.

I tend not to have treasure they just stumble upon... it feels to.... I don't know, I don't like it. It does happen, but there has to be a pretty good reason it is there to be found by them, otherwise I work it in with other methods - For example, they have an NPC ally that pops up from time to time who has a lot of resources. They were heading to a temple in the jungle and he made a deal with them to come along... he would supply all the resources they needed to get there and maintain a presence there, but they would need to take him safely inside to document the ruins and attain any number of specific items he was looking for. So, part of the resources he supplied was items for them at which point I let them pick a few items each of various maximum levels, etc. It's the first and may be the last time he does such a thing for them, but that's an example of how I managed it one time.

My players definitely would be considered under-equipped as far as the parcel rules go, and they would tell you they are "broke as hell", but that's just how I prefer my games to be. They know that as they get up into the later levels, money will be flowing and they will have opportunities to do many things they can't right now (at level 6).

Oh and one more note, buying magic items doesn't happen in my game(s). There are no places to go and buy them that they are aware of. They may have opportunities later as they become more well traveled and see more of the world (aka higher level), but it's a very rare thing and they know that.

Maybe I'm weird, but that's how I do it basically ;)
 

I just wing it... am I alone?

No; I do that too. I basically ignore all the treasure tables and parcels and go with my gut regarding how much treasure the party should have and where it should be placed.

To me, treasure placement is one of the most tedious DM tasks, and the parcel system really doesn't help. By ignoring parcels, I can spend more time making the treasures interesting, and less time worrying about whether they are precisely balanced or not.

-- 77IM
 

This is an interesting thread. I have to admit: I calculate it all. I probably get close if not exactly to the gold piece on treasure values; my players are always "at level" with items by the time they level up, and they're all finding stuff that works great with their character concepts. However, the OP is right: this takes FOR-EVER. (Ironically, giving out magic items is now as much of a chore as assembling encounters was in 3.5, while the reverse was true then.)

I have also tried "wishlists" but frankly my players don't care that much and don't want to pore through all the books. My average response on a wishlist is one or two useful items, a few things that aren't that useful (because they didn't understand how it worked or forgot to check for keywords), and a good chunk of items that are 10-20 levels higher than them. Needless to say, this doesn't help much.

And sure, I've also tried a little "pick an item of level X or below" kind of stuff, but honestly that just never seems as cool as finding something without the hand-holding. Sure, you're guaranteed to get something you like that way, and min/maxers don't care, but it's still missing ...something.

I guess we'll eventually get to the point (maybe more quickly) that we reached in 3.5 where everyone just knew that there were what, 7? different items and you just got those items at gradually increasing levels. There are already some things like that (all level 3 rogues want a +1 duelists weapon, for example), but maybe we'll get to everyone soon enough. I think one of the biggest misconceptions the devs have is shown by the publishing of the 3.5 Magic Item Compendium. They expressed worry that everyone just used the same 7-ish items over and over and they thought that it was because those items were the most "maximized" or that other items weren't interesting enough. The truth is that those items were SIMPLE, and the game is already complex as it is! Adding a +2 to a number once and then forgetting about it is SO MUCH BETTER than having to constantly keep up with dozens of different items and all their powers and knowing when to use them. (I still remember a player I had once that carried a +1 shield that had an awesome - but rarely applicable - power that never actually got used because she never remembered to use it; she eventually traded it in for a +2 shield and was honestly better off.) Frankly, the daily item limit is one of the best things they came up with in 4.0, and I get the feeling they did it more for balance and less for the fact that no one can keep up with that much crap.


On the plus side, one of the most useful tools I've found so far for getting appropriate loot to people is honestly the beta version of the DDI character builder; it's nice because you can look at items sorted a) by what a character can use, b) by the type of item, and c) by item level. Sure, they don't have much in there yet, but I have high hopes for the finished product. (Plus, you can look at all the extra-broken Dragon magazine stuff!)
 

One way to do it is to print up items before the session. Then when they find something hand them a 3x5 card with their treasure. I like to have people find things they would find. If you kill a dwarf hell might have dwarven armor or weapons elves have elven stuff other adventurers you kill will have adventurer type mismatched gear.

As for xp you can just tell them not to worry about xp and theyll level when you say. Or just have a single person in the group keep track of xp and when that person levels everyone does.
 

For experience, I go with 6-10 appropriate encounters. If they have gotten their butts handed to them lately, I level them earlier.

For treasure, I kinda use my own system. I give each player a neck item, a suit of armor, and two weapons, all equal to their level. These items are not actaul items, they are what I have called "birthrights". It basically amounts to the same thing as items, just the power emenates from the character and not an item. So they have these inherent bonuses to their attacks, damage, AC and defenses, as well as a few extra powers and bonuses to skills and such. I tell them to reskin it how they like, but explain how they have these supernatural powers. I also have them reskin their armor to be anything that is character concept appropriate.

Any other items that they find are more interesting and appealing that way, and I don't feel like I might be gimping my PCs.
 

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