D&D 5E Monster Statline Loot

The trouble with the AD&D rules is that their application wasn't described. So, while some groups used that rule, it's quite likely not the intention of the rule. Does your armour have a 1 in 20 chance of breaking with every normal hit? Erm...

The AD&D rules often assume people are still familiar with the D&D rules. In the original form of the rule (Monsters and Treasure, page 38), an item would make a saving throw only if the item was unattended or the wearer was killed. In AD&D 2E, the rule was changed to items having to make saves if the wearer failed his or her saving throw.

That's great! It means the 5E variant rule I just proposed is not only idiomatic to 5E but also resembles the original Monsters and Treasure rule!

I know that I for one am willing to hand out more treasure if I know that their treasure occasionally gets destroyed or lost. It also makes artifacts more special.
 

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I don't worry about it. Never have. Whatever the edition, PCs in my games can generally loot whatever they care to from a fallen foe. Heck, I just recently had a group loot a pair of Teekwood benches from an ancient chapel. They cast Mending & Make Whole on them & sold them off as antiques.
Of course there are a few things to consider in my games;
1) Encumbrance IS a thing. You can only haul so much around. So if you really want to drag Orog armor (or Teek benches) about, go for it.
2) Only magic armors auto-resize. And only some of them at that. So that mundane Orog armor probably won't be very useful - unless you can shrink it, magically grow yourself, or are going to equip similar sized troops....
If you try & sell it? Well ok, you selling Orog armor is just more story.
3) What you can buy (or make) is dependent upon me, the DM, saying yes to it....
 

BTW, does anyone else think it's kind of weird that Ogres and Orogs are both CR 2 even though Orogs do 50% more damage (2x 1d12+4 (21) vs. 2d8+4 (13)) and have AC 18 instead of AC 11? Ogres have 17 more HP (59 vs. 42) and a higher base move (40' vs. 30') but Orogs have Aggressive bonus movement.

Orogs are clearly much tougher than Ogres.
 

(This is off topic, and my topic so double bad from me ;-).

This just comes from ogres having a really soft CR. If you stick an ogre in chainmail and give them slightly better weapon (2d10 instead of 2d8), they are still CR 2.

Not saying you should do this on principle, but in a story focused game, the ogre who has a reason to wear chainmail has the same CR.
 


Pg 144 PHB:

Selling Treasure

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

'Arms, Armor, and Other Equipment.'
"As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."
 

Little bit of a zainy solution but it also helps make the gold you get through playing more handy and useful. I've devised (still working on) an item drop table that is not necessarily stuff that PCs can use immediately. It's combined with a small craft-ables list that grants different buffs and de-buffs to armour and weapons. This means that the stuff dropped from certain enemies can give small and cool boosts in the long run, making monster kills more exhilarating when rolling on the tables for the loot drops. It also forces PCs to upgrade gear using their gold and such when they are near a village or town that can supply gear. I can link you these tables and crafting list, but I feel like it might be to limited at this point to be of use to you. Consider looking into it yourself. I'm not sure anyone else does this, though.
 

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