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<blockquote data-quote="AdmundfortGeographer" data-source="post: 2533053" data-attributes="member: 4682"><p>Essentialy true.</p><p></p><p>You can lute the bodies of everything. But you can't keep anything above a set cap amount based on the average party level.</p><p></p><p>I had played in many many adventures where we looted more than the cap amount and used the over-cap to pay for things like healing, reincarnate, raise dead, <em>lesser planar ally</em> costs.</p><p></p><p>There is a good reason for this. The D&D system assumes a <strong><em>specific</em></strong> amount of treasure owned by PCs. The limiting of the amount of treasure value (coins, equipment, or magic items) that a PC could walk away with from an adventure keeps characters balanced with each other with regards to this aspect of D&D. Create Item feats are limited in ways also to keep the treasure balance. Someone can't get a cohort with Create Item feats for instance.</p><p></p><p>In the past, characters could walk away with whatever they could "Greyhawk" off of the corpses of enemies. Some players in the past abused this terribly and amassed a significant treasure base with which they bought vast amounts of magic items. Combined with certain D&D 3.0 quirks, you got things like characters with dozens of potions of <em>haste</em>, dozens of potions of <em>shield</em>. Imagine a fighter quaffing a potion with 3.0 <em>haste</em> and potion with 3.0 <em>shield</em>, and having dozens and dozens more in their <em>bag of holding</em>, all bought with excessive amount of treasure above what D&D assumes PCs of specific levels have... yeah... abuse. It's one of the big factors that led to Living Greyhawk getting into an arms race between authors trying to challenge PCs who abused the system, and PCs finding more ways to crack the 3.0 rules obnoxiously. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> That's just one story of how prior treasure systems were abused.</p><p></p><p>[edit]: Added: Each adventure also does list specific magic items and special equipment that can be aquired, and you are limited to picking from those items. You must purchase the items, but you cannot use the over-cap treasure to buy these. (Still, you can use any found item during the adventure you find it as much as you wish, you just can't take it with you when the adventure is done.) Items are listed with access restrictions (any), (regional), (adventure). (Any) can be bought at any time, (regional) can be bought during any regional adventures or metaregional adventures, (adventure) can be bought within the next three adventures after which you lose access until you get access in another adventure.</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 2533053, member: 4682"] Essentialy true. You can lute the bodies of everything. But you can't keep anything above a set cap amount based on the average party level. I had played in many many adventures where we looted more than the cap amount and used the over-cap to pay for things like healing, reincarnate, raise dead, [i]lesser planar ally[/i] costs. There is a good reason for this. The D&D system assumes a [b][i]specific[/i][/b] amount of treasure owned by PCs. The limiting of the amount of treasure value (coins, equipment, or magic items) that a PC could walk away with from an adventure keeps characters balanced with each other with regards to this aspect of D&D. Create Item feats are limited in ways also to keep the treasure balance. Someone can't get a cohort with Create Item feats for instance. In the past, characters could walk away with whatever they could "Greyhawk" off of the corpses of enemies. Some players in the past abused this terribly and amassed a significant treasure base with which they bought vast amounts of magic items. Combined with certain D&D 3.0 quirks, you got things like characters with dozens of potions of [i]haste[/i], dozens of potions of [i]shield[/i]. Imagine a fighter quaffing a potion with 3.0 [i]haste[/i] and potion with 3.0 [i]shield[/i], and having dozens and dozens more in their [i]bag of holding[/i], all bought with excessive amount of treasure above what D&D assumes PCs of specific levels have... yeah... abuse. It's one of the big factors that led to Living Greyhawk getting into an arms race between authors trying to challenge PCs who abused the system, and PCs finding more ways to crack the 3.0 rules obnoxiously. :) That's just one story of how prior treasure systems were abused. [edit]: Added: Each adventure also does list specific magic items and special equipment that can be aquired, and you are limited to picking from those items. You must purchase the items, but you cannot use the over-cap treasure to buy these. (Still, you can use any found item during the adventure you find it as much as you wish, you just can't take it with you when the adventure is done.) Items are listed with access restrictions (any), (regional), (adventure). (Any) can be bought at any time, (regional) can be bought during any regional adventures or metaregional adventures, (adventure) can be bought within the next three adventures after which you lose access until you get access in another adventure. [/QUOTE]
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