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General Tabletop Discussion
*TTRPGs General
How do you distribute treasure?
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<blockquote data-quote="Lanefan" data-source="post: 4697229" data-attributes="member: 29398"><p>Celebrim, a few posts back, pretty much hits the nail on the head.</p><p></p><p>Note: the following is based on my 1e games:</p><p></p><p>I give out treasure pretty randomly, based entirely on what would (or could) logically be found in the current adventure situation; I've never used the DMG "treasure type" tables. The surviving characters also do well enough by looting their staying-dead companions along with the dead enemies. And they do loot *everything*, sometimes even down to the last arrow; despite the fact I've never used the ExP-for-g.p. rule in my life.</p><p></p><p>Rarely if ever do I tailor treasure to specific characters; mostly because things just don't work that way in a living breathing world. That said, occasional divine gifts or rewards *will* be tailored to the receiving character, often to become long-term iconic possessions.</p><p></p><p>And, they blow through treasure almost as fast as they earn it. I have training rules in my game for level advancement, and training ain't cheap. Magic is fragile, and item disenchantment or destruction happens far more often than the characters would like. Never mind the raises and resurrections.... <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=":)" /></p><p></p><p>That said, for my current game I went through the DMG price list and re-did the whole thing, making minor items (e.g. +1 whatevers) less expensive and major ones (e.g. +4 whatevers) more costly. Jury's still out on what the long-term effect of this will be.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4697229, member: 29398"] Celebrim, a few posts back, pretty much hits the nail on the head. Note: the following is based on my 1e games: I give out treasure pretty randomly, based entirely on what would (or could) logically be found in the current adventure situation; I've never used the DMG "treasure type" tables. The surviving characters also do well enough by looting their staying-dead companions along with the dead enemies. And they do loot *everything*, sometimes even down to the last arrow; despite the fact I've never used the ExP-for-g.p. rule in my life. Rarely if ever do I tailor treasure to specific characters; mostly because things just don't work that way in a living breathing world. That said, occasional divine gifts or rewards *will* be tailored to the receiving character, often to become long-term iconic possessions. And, they blow through treasure almost as fast as they earn it. I have training rules in my game for level advancement, and training ain't cheap. Magic is fragile, and item disenchantment or destruction happens far more often than the characters would like. Never mind the raises and resurrections.... :) That said, for my current game I went through the DMG price list and re-did the whole thing, making minor items (e.g. +1 whatevers) less expensive and major ones (e.g. +4 whatevers) more costly. Jury's still out on what the long-term effect of this will be. Lanefan [/QUOTE]
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