Lottery Treasure Distribution


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For perspective, what would be considered an interesting item?

Something that you look at and think, "Man, I wish my character had that!"

For example, 3rd edition stat-boosting items. Not that I'm sad to see stat-boosting items gone, mind you, just giving an example.

Not really interesting in the sense of awesome so much as interesting in the sense of inspiring desire.
 


so much as interesting in the sense of inspiring desire.
I think you failed your communication roll on this one.

Here is my attempt to express... Things which target their character, that pays attention when they talk and looks deep in to there ideas - laughing at all their jokes, something "better" than the other guy has in at least one focused way and that supports my decisions and backs me up when I need it more than one situational ability perhaps. To properly support my prejudices the magic item might need to be class specific and race specific , locale and deity specific. The item needs to adapt as the character grows so I/they don't get seven year itch. ... ummm

Define your terms a bit better

I did mix some ideas in their which I think are sexy ;-)

And also give vivid definite visualizations ... looks count. (notice you even used the term "something you look at" we are very visual creatures.)
 
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availability... is sexy too
Powers you use once then she claims she has a headache til the next day.. are just not cool. (ok if she is really doing good stuff then maybe)

on the related note...

She shouldn't be jealous either...not giving out just cause you spent time with one of your friends is bad too. (discourage magic caddies a different way please)
 
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I try to randomize the magic treasure I give out as much as possible.

That is very old school... somewhere in between the wildly random treasures and pointlessly located and worse wandering monsters ... and highly ... character centered placement of creatures and treasure, lies world centered where you find things wherever the dm thinks it might be appropriate and integrates with the world.

And while that is very nice for versimilitude... the heros are so central to the story... that fate ... causes them to find the most unlikely of things just when they need it a rather talented burglar finds say a magic ring of invisibility while escaping capture by goblins...utterly implausible but fun. (it wasn't the same toy later when handed down to his nephew no not at all but its role changed with the needs of the story and context)

I use 2 of the methods ;-) the random method got thrown out sometime around 1980 or 81, there is a fallacy that older is better.
 

To put a little more detail into what I do in my game with more old school D&Ders...

I load up the character builder and toss on all the items of +1 to +4 levels I'd enjoy giving them randomly. This list is curiously lacking in items that are particularly boring or high-powered.

I then print up the item sheets and let each character roll randomly at the end of an encounter in which they've earned treasure - rarely automatically, usually for meeting some story or time goal (I use extra treasure to discourage slow play, I'll admit it). I also place a small number of more specific magic items as well. I actually give each a random sheet of 9 items and let them roll a d10 - if they roll a 10 they can pick the choice on the sheet.

So, like last session they had to decide between +2 Sacrifice Plate (paladin already had +2 mithril plate), Battlestrider Greaves (also for the paladin), or a Shielding Girdle one roll. And another roll between a +3 Amulet of Resolution or a Healer's Sash.

So... random, but only stuff the party would use, and they have significant control of the random.

I believe they also found a +2 wand of witchfire and a potion of vitality, and made about half a level - so yeah, a bit more treasure than usual but they were seconds away from losing out on the second random item so eh.
 

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