mmadsen said:The Spanish conquistadors, who were almost perfect analogs of D&D adventurers, were expected to set aside "the King's fifth" from any loot they collected.
Thats how I do it.Its usually a tenth or so .
A party of 1-3 level warriors (The default D&D standard) sent into battle with many monsters do not stand a chance of coming out alive --
Something 80% of people in standard D&D are level 1. You can change the assumptions (I have) but you are not playing standard D&D.
A standard warrior 1 human might have Toughness and Weapons Focus Stats 12 physical 10 other HP 10 AC 17 (Scale+ Large Shield +Dex +1) or 18 (Breastplate and Large Shield) Longsword +2/1d8+1
against many monsters they will simply die in droves
better to use adventurers -- if they die so what ? They weren't anyone you trusted anyway.
if you don't let them keep the loot they just won't work for you or worse they may turn on you.
granted good aligned sorts might share the wealth (or be paid by the church or whatever) but the supply of disposable suicidal crazy Paladins is small.
You can play D&D with the Urbis assumptions if you like but the DMG demographics don't support it
In D&D gear means power -- if you don't let people kit up you keep them weak. If they are weak they simply won't go adventuring. NO adventurers means no D&D
Ok you could assume there aren't any freelance adventurers as the state is too strong
If your group wants to play CSI Urbis or Bundeswehr Urbis or whatever thats cool but most D&D groups don't want to IME (YMMV)
D&D is based on an Aerican frontier model and I think it works best in that mode