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<blockquote data-quote="Tallifer" data-source="post: 5842624" data-attributes="member: 84661"><p>Your problem is simple. Your dungeon master is not giving you wish lists for treasure which is the standard practice from the core Players' Handbook in the Fourth Edition. That is why all the items are for the Fighter when each player should actually have an item.</p><p></p><p>The term wish list is mechanically accurate but you should not think of ti as a letter to Santa Claus. It is instead cooperative storytelling. The players are contributing to the story not only through their characters' actions but also through determining what treasure the dragon has. Of course if the dungeon master wants to throw in a surprise or a legendary artifact that is good too, but those should be over and above the expected stuff. Then everyone is happy.</p><p></p><p>In fact I still see this as very awkward. The rules as written mean that everyone gets a differently leveled item at the end of each adventure, and in fact one player gets nothing. It is supposed to rotate over the course of a campaign. But what if two players have a particular fifth level item in mind, and neither are interested in a sixth level item? And so on.</p><p></p><p>I just simplify the whole system. Add up the total treasure abstractly in gold pieces. Then at the end of the adventure, the characters "discover" what they hauled out of the dungeon. Each player chooses an item or even items if low level stuff out of the gold piece worth (not actual gold pieces unless that is what the player chooses) he has been given.</p></blockquote><p></p>
[QUOTE="Tallifer, post: 5842624, member: 84661"] Your problem is simple. Your dungeon master is not giving you wish lists for treasure which is the standard practice from the core Players' Handbook in the Fourth Edition. That is why all the items are for the Fighter when each player should actually have an item. The term wish list is mechanically accurate but you should not think of ti as a letter to Santa Claus. It is instead cooperative storytelling. The players are contributing to the story not only through their characters' actions but also through determining what treasure the dragon has. Of course if the dungeon master wants to throw in a surprise or a legendary artifact that is good too, but those should be over and above the expected stuff. Then everyone is happy. In fact I still see this as very awkward. The rules as written mean that everyone gets a differently leveled item at the end of each adventure, and in fact one player gets nothing. It is supposed to rotate over the course of a campaign. But what if two players have a particular fifth level item in mind, and neither are interested in a sixth level item? And so on. I just simplify the whole system. Add up the total treasure abstractly in gold pieces. Then at the end of the adventure, the characters "discover" what they hauled out of the dungeon. Each player chooses an item or even items if low level stuff out of the gold piece worth (not actual gold pieces unless that is what the player chooses) he has been given. [/QUOTE]
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