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<blockquote data-quote="Asmor" data-source="post: 4840468" data-attributes="member: 1154"><p>In my ongoing struggle to find a way of dealing with 4e treasure, this is my latest idea.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Asmor, post: 4840468, member: 1154"] 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). [/QUOTE]
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