Lottery Treasure Distribution

Asmor

First Post
In my ongoing struggle to find a way of dealing with 4e treasure, this is my latest idea.

First, we start with a list on which each player has three slots-- n+1, n+2, and n+3. Each slot may be filled with any magic item of that level or lower, where n is the player's level. As long as a slot isn't crossed off from having been given out, players are free to change their selections between sessions.

At the end of each encounter, a deck of cards is shuffled and each player is dealt up to three cards. They get one card for each slot they have which is filled and hasn't been crossed off yet.

Whoever gets the highest card wins. Ties are broken by next-highest card (and obviously if you don't have a next-highest card and the other person does, that person wins). If there's still a tie, re-deal the cards among the tied players until the tie is resolved.

The winner gets an item of their choice from the list and that slot is then crossed off the list. Everyone else gets some amount of money (I'm thinking 1/10 the price of a level n item).

The big benefit for this, in my mind, is that it gives players an imperative to actually give me a thrice-damned wishlist, since they can only get as many cards as they've actually requested items... It also has a fun competition mechanic.

When the entire list has been crossed off (i.e. everyone's gotten their 3 items), a new list is made in exactly the same manner.

So the end result is that over the course of 15 encounters, each player will receive 3 items and 1.4 times the value of a level n item (well, not exactly since they'll probably gain a level or two over the course of the 15 encounters).
 

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I don't really see what problem this system solves. I suppose that it helps to even out the treasure distribution and give players what they want, but I'm not sure the book keeping isn't easier than just tracking it yourself. Why do your players need an imperative to give you wishlists? If you ask them for one they should be thrilled to tell you what they want. If they aren't then you have to choose for them. Either way I don't see how this system solves the issue.
 

I agree, they should be thrilled. But they're not. It's like pulling teeth to get my players to do any sort of research for their characters.

And frankly, I just like the idea of a "subgame" for treasure distribution.
 

For me a wish list is, well give the DM and idea what you think would be cool with this character. And it certainly doesnt need to be in the PHB or other book (my game world has stuff not in the phb and large numbers of things in the phb don't exist).

If somebody actually wants their character to put in leg work for something the character would like that is rife with story possibilities character initiated quests are cool.

I cant imagine it being that hard to get a wish list out of folks but some people are wierd. (dont limit the list you might get more interesting ideas)
 

I know a _lot_ of people who would never, ever want to bother with a wish list.

In one game I run, I give them more items than the normal intended number, but I do it semi-randomly where they'll find some treasure and draw randomly as to what the treasure is, then pick the one the party wants most of the options. That's been working out pretty decently though it does eat up a little time... but time picking a new toy is not ill spent.
 

I find it funny. Most DM's actuallt want to encourage the wish list system, but as much as I let my players know they can, very few do, and those that do, its an item here and there.

So I step back and wonder "Wow, they can practically pick there own gear and they choose not to, what is with that?"
a) They are not as deep in the rules as I
b) They remember the good old days when getting an item was a surprise and a thrill, like winning the lottery
c) It can be fun wo play an "imperfect" character. It can actually suck when you create a character that is unstoppable (and they wept for there were no worlds left to conquer)

Whatever the reason, my players just chose to not take advantage of wishlists. So, I leave it on the table, they can if they want, and I am happy when they occasionally do.
 

heh, just because they give me an idea what they might like that doesnt garantee anything, they will be abused of that idea fairly quickly.. they may get something more to there inclinations.. and hopefull something more unique. But because I have a better idea what they think is fun... heck I ask about what kind of adventures the players are interested in.. hoping to get feed for the other side of the grinding mill.
 

So I step back and wonder "Wow, they can practically pick there own gear and they choose not to, what is with that?"
a) They are not as deep in the rules as I
b) They remember the good old days when getting an item was a surprise and a thrill, like winning the lottery
c) It can be fun wo play an "imperfect" character. It can actually suck when you create a character that is unstoppable (and they wept for there were no worlds left to conquer)

I think it's more likely that magic items just aren't that exciting. They fall into four major categories:

1. "Best option." These are the items that you may miss at first, but once you find them you realize that they're just plain amazing and you always pick them. Bloodclaw weapon, Healer's Sash.

2. Uninteresting utilities. Amulet of False Life is good, but uninteresting. Acrobat boots are good, but uninteresting. Etc.

3. Numeric bonuses. Yawn.

4. Situational bonuses (i.e. that amulet which deals [enhancement bonus] necrotic damage when someone hits you while flanking you). Also yawn.

Frankly, none of them are really that interesting. The only thing that really matters is making sure you've got your +X Armor, your +X Weapon/Implement, and your +X Amulet/Cloak. The specifics of their abilities are secondary.
 

My players don't like to give me wish lists but for a different reason: They like the surprise of what they're going to pick up. I can get rough categories of items from them (Neck slot item, short sword, etc) but ask for specific items and they'll say that would destroy the suspension of disbelief, and that they like not knowing what's coming up.
 

I think it's more likely that magic items just aren't that exciting.

I agree... 4E items are extraordinarily unexciting. I'm sitting with 13000 gold on my level 11 bard, and hand and arm slots empty. I've went through the books thrice, and not found anything interesting enough to buy at that level... :(
 

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