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*TTRPGs General
How do you distribute treasure?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4705088" data-attributes="member: 35909"><p>Yup. Sort of how I do it. I don't even really have a "system." I never liked the idea of random treasure, and one of my first tenants was always, "If you fought troglodites with war scythes, you're getting war scythes in the loot." As opposed to the randomly rolled holy longsword on a creature that's evil and similar nonsense.</p><p></p><p>After accounting for stuff actually used in the encounter, I secondly add appropriate things. Even if the warlock didn't use many wands or scrolls, when you fight one, expect to get a ton of those. A fighter-type? Lots of buff potions, and some magical gear. Draconics? Stuff to boost breath weapon, and so on.</p><p></p><p>Third, and most important, I try to just add things that seem cool. Not every little old dungeon (insignificant "quickies" I usually don't waste much time on treasure), but often enough. This includes oddities that look fun and no one would likely buy on their own, but might at half price. Like troll gut rope, marvelous pigments, or restorative ointment. For particularly important/large adventures, I will always put in at least one item blatantly and shamelessly ideal for each of the PCs (like boots of the battle charger for someone who charges a lot, a crystal echoblade for a bard, etc...) and possibly something on their "wish list." I don't collect any actual lists, but the players talk. I generally know what they would like in the near future. I was doing this before 4E suggested it, and it's one of the things I like about that edition.</p><p></p><p>For treasure dispersal, I always show the total <s>retail</s> wholesale value *chuckles* and amount each PC gets, assuming they sell everything. I then list the values of everything, in terms of what they're sold for, in gp, and let them "buy back" whatever they'd like to keep. This is for an online game, with each dungeon result and ensuing claims of items having its own thread, so it works fairly smoothly for the environment. I also decided to have a mandatory party fund, so I take out 5% of all the treasure and put it in that. Which they can then use to get stuff for the party, like cure light wounds wands.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4705088, member: 35909"] Yup. Sort of how I do it. I don't even really have a "system." I never liked the idea of random treasure, and one of my first tenants was always, "If you fought troglodites with war scythes, you're getting war scythes in the loot." As opposed to the randomly rolled holy longsword on a creature that's evil and similar nonsense. After accounting for stuff actually used in the encounter, I secondly add appropriate things. Even if the warlock didn't use many wands or scrolls, when you fight one, expect to get a ton of those. A fighter-type? Lots of buff potions, and some magical gear. Draconics? Stuff to boost breath weapon, and so on. Third, and most important, I try to just add things that seem cool. Not every little old dungeon (insignificant "quickies" I usually don't waste much time on treasure), but often enough. This includes oddities that look fun and no one would likely buy on their own, but might at half price. Like troll gut rope, marvelous pigments, or restorative ointment. For particularly important/large adventures, I will always put in at least one item blatantly and shamelessly ideal for each of the PCs (like boots of the battle charger for someone who charges a lot, a crystal echoblade for a bard, etc...) and possibly something on their "wish list." I don't collect any actual lists, but the players talk. I generally know what they would like in the near future. I was doing this before 4E suggested it, and it's one of the things I like about that edition. For treasure dispersal, I always show the total [s]retail[/s] wholesale value *chuckles* and amount each PC gets, assuming they sell everything. I then list the values of everything, in terms of what they're sold for, in gp, and let them "buy back" whatever they'd like to keep. This is for an online game, with each dungeon result and ensuing claims of items having its own thread, so it works fairly smoothly for the environment. I also decided to have a mandatory party fund, so I take out 5% of all the treasure and put it in that. Which they can then use to get stuff for the party, like cure light wounds wands. [/QUOTE]
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