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Greedy player, what should we do?
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<blockquote data-quote="rvalle" data-source="post: 2043848" data-attributes="member: 28272"><p>We had issues sort of like this in our game. One of our players came up with a 'magic point' system. Its been years since we used it so I'm a bit scetch on some of the finer points. </p><p></p><p> </p><p>Basicly we would add up the worth (selling price) of all the items we recived on that adventure. Divide by the number of players and that was the number of MP's each player recieved.</p><p> </p><p>The person with the highest number of MP's had first pick for items. You 'paid' for the item with your MP's ( and you could go negitive).</p><p> </p><p>It sounds kind of weird but it worked out really well. If there was a high powered item everyone on that adventure got a 'share' of it since they got part of the selling cost. If a player did not get an item for a couple of adventures their MP's would pile up and they would get first pick later. If some one did take a high powered item they went negitive for a while and pretty much had to take a pass on the good stuff later. There was usually enough items that we went down the list and then back up again (1-6 and then 6 back to 1 was the picking order). It helped in cases where a player was tempted to take an item they couldn't really use just to sell it because 'they had first pick'. You cold take an item and then sell it for gold or take a pass and save the points.</p><p> </p><p>We also 'sold' items in the party using MP's, GP's or a combo of both so it became an in group currency.</p><p> </p><p>I don't know if that would help you much. Some of the players we had were not happy with the system but could live with it (they wanted a chance for first pick every time). This would not help in the cases where the player was upset he did not have an item from an adventure he was not on.</p><p>rv</p></blockquote><p></p>
[QUOTE="rvalle, post: 2043848, member: 28272"] We had issues sort of like this in our game. One of our players came up with a 'magic point' system. Its been years since we used it so I'm a bit scetch on some of the finer points. Basicly we would add up the worth (selling price) of all the items we recived on that adventure. Divide by the number of players and that was the number of MP's each player recieved. The person with the highest number of MP's had first pick for items. You 'paid' for the item with your MP's ( and you could go negitive). It sounds kind of weird but it worked out really well. If there was a high powered item everyone on that adventure got a 'share' of it since they got part of the selling cost. If a player did not get an item for a couple of adventures their MP's would pile up and they would get first pick later. If some one did take a high powered item they went negitive for a while and pretty much had to take a pass on the good stuff later. There was usually enough items that we went down the list and then back up again (1-6 and then 6 back to 1 was the picking order). It helped in cases where a player was tempted to take an item they couldn't really use just to sell it because 'they had first pick'. You cold take an item and then sell it for gold or take a pass and save the points. We also 'sold' items in the party using MP's, GP's or a combo of both so it became an in group currency. I don't know if that would help you much. Some of the players we had were not happy with the system but could live with it (they wanted a chance for first pick every time). This would not help in the cases where the player was upset he did not have an item from an adventure he was not on. rv [/QUOTE]
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