So, to summarize: Deadlier game. No opportunities to be a loot bandit. Non-random loot.
Relatedly, I avoid the looting of dead PCs by telling the players I don't want them looting their dead comrades, having the group clearly mark all things that might inspire such looting as "personal" or "group", and establishing a table-rule and matching in-setting custom that the dead are buried with their personal items, and all group items simply stay in the possession of the appropriate group.
It also likely helps that any replacement character enters the campaign with equivalent personal items, so the players don't feel like the party has experienced a net loss of cool stuff.
Yes it means you're more likely to die, but it means you're substantially more likely to die if you don't work together. Stab your friend in the back in the middle of the fight and the enemy might just take advantage of it.Deadlier game exacerbates the problem (because it's more likely for a character to die in the course of an encounter that is beaten).
I don't follow. Bob the fighter wants a magic sword. The next hoard has 2 magic items, and Bob gets his magic sword. Jeff needs a magic helmet. They can each get what they want, in this edition, you can only be attuned to 3 magical items and many magical items don't require atonement. So there's no point in hoarding those items and there's a cap on how many items you can actually use at one time. If someone starts hoarding: simple solution, no loot for them.Non random loot doesn't make a difference unless all the characters have extremely niche magic item requirements OR they just have everything they could ever need.
Possibly, maybe my players are just nice.I would posit that looting the dead isn't happening simply because your players understand that you don't want it to happen, because I don't see any of these measures making much of a difference.
So don't do it? PVP is a totally different matter. Adventurers die, and it's a bit odd when their treasure hunting buddies leave a fortune in magical items just sitting on a corpse.Yes it means you're more likely to die, but it means you're substantially more likely to die if you don't work together. Stab your friend in the back in the middle of the fight and the enemy might just take advantage of it.
Right... but if Bob dies and Jeff loots his corpse, then Jeff now has a magic helmet AND a magic sword.I don't follow. Bob the fighter wants a magic sword. The next hoard has 2 magic items, and Bob gets his magic sword. Jeff needs a magic helmet. They can each get what they want.
Yeah - so it's no good looting more attuned items than the 3 per character limit (well, except for selling them off again). But like you said - plenty of stuff doesn't require attunement, and there's no real reason not to stock up those items if you can.In this edition, you can only be attuned to 3 magical items and many magical items don't require atonement.
There's no point hoarding attunement items (well - since some of them are specialized use, that's not entirely true). But there is a point in hoarding non-attunement items.So there's no point in hoarding those items and there's a cap on how many items you can actually use at one time.
So the DM is involved in loot distribution too? Or do you just mean "if the players have too much loot, monsters stop dropping it".If someone starts hoarding: simple solution, no loot for them.
Quite possibly. It's useful to know whether a system works because it's a good system, or whether it's working because the people involved in it are nice.Possibly, maybe my players are just nice.
I think looting the dead is just fine. In fact, I'm generally inclined to making the magic items that are looted from dead PCs slightly better in some way and then giving them the name of adventurer who died. So instead of +1 longsword, it's now a the longsword of Yu which has an increased crit range against were-creatures (if, for example, Yu was killed by a werewolf or whatever).