How do you handle loot?

I put in what makes sense for the NPCs and location - not what specifically suits the PCs. If it's likely to be random, then I use random rolls.

However, this often works out to be mutually compatible, so there is no "small-scale riot within (my) players, because they feel they have been screwed and want their due reward".

I'm lucky, in that my players prefer that the world make sense.
 

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I don't like giving them what they specifically need. It's a pot-luck, not a buffet.

By default, each class is proficient in many weapons. One of the drawbacks of picking a particular weapon to specialize in is that its more unlikely to just happen to find magical varieties of that weapon. But it's quite likely that you'll run into some nice weapons that your class is proficient with.

I think it is generally a very poor choice to build a character concept around a specific kind of weapon.
 

If the treasure comes from an opposing party, it's what thet group would have. Some stuff is generally useful, other things aren't. Usually the one shot items are handy but weapons and armor may not be. The stuff that isn't any good to my group is usually given to friendly NPC's. At one point they gave away a +5 defending shortsword to a 4th level NPC rogue because none of them wield shortswords. And that's the highest bonus magic item I've ever given out!

If it's randomly found magic, I usually put it in for a reason. It'll come in handy, the story of the item will shed light on a current or future plotline, something like that. Occasionally I might throw in something just because I think it's neat, but my version of neat is usually quirky. I once gave out magic pocket lint that would add another silver coin to your pocket each day provided you had at least five silver peices in the pocket at all times.

ThaDium
 


I use completely random, tweaked for regional tendencies. However, most magic is in the hands of NPCs who realize that hey, this stuff makes them more powerful...
 

For creatures that don't use items (animals, most beasts & abherrations) I use a complete random since it's usually in the gullet or lair.

The ones that do use items and are in a place they can trade can swap out 50% of their wealth to get better gear. It cuts the coin count down on sentient creatures and gives more useful loot. Is most of it +1 or +2? Yeah, but it's a lot more rational. And the bad guys tend to be tougher as a result (ogre magi with +1 mithril chain, +1 shields, cloaks +1, stat buff items, boots S&S, etc. instead of thousands GP)
 

arnwyn said:
I put in what makes sense for the NPCs and location - not what specifically suits the PCs. If it's likely to be random, then I use random rolls.

However, this often works out to be mutually compatible, so there is no "small-scale riot within (my) players, because they feel they have been screwed and want their due reward".

I plan to have the first magic weapons be +1 slings, sickles, clubs, handaxes, picks, minor weapons hardly any player uses--the stuff they get befor 5th level. Once they get up to like 5th level, they'll have the cash to trade in for a "real weapon"--like a sword, polearm, or whatever.
 

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