No Random treasure !?!?...

Random magic items can be fun but that does not always lead to a fun game in the end. If you don't have a wizard in your group but keep rolling up wands, staffs, and other class specific items your party will end up under powered and unhappy. Now i am not saying that you should hand out the +2 great sword to the fighter just because he has weapon focus for that weapon.

What you should do is look around the party and see what character does not have a magic item or has not gotten one in a long time. then look at the list of items that he could use. For the fighter example, lets say he is a 2 handed weapon fighter that wears heavy armor. Now look on the list for level appropriate items and come up with a short list, then roll or better yet let the player roll there own loot off the list you make. it is all the sweeter when the player rolls that percent dice and comes up with his favored weapon.

These are just examples of course you can always just through in a lesser bag of tricks or, what ever near useless item you can think of, and see what creative uses the party can come up with. Just don't make it the norm.
 

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I always hated random treasure generators myself. They never made a lot of sense to me.

"Well, those owlbears lived in their own filth, but hey! They did own a set of fine china and a beautiful tapestry."

or "For some reason, that ogre chose to attack you with a broken off piece of a table leg, but hey! He did have a shiny +2 Halberd in his treasure pile. He must not have wanted to risk nicking it on your helm."
 

Well, what I'm going to do is figure out approximately how many items a PC is supposed to have. I know every player's favorite weapon or implement, and that they want armor and a something for their neck. That's 3 items that have to be upgraded about every five levels. And that upgrade won't always take the same form. Your +1 neck item might be a cloak of resistance, whereas your +2 item might be an elven cloak.

Beyond that, I'm going to ask my players for their wishlist of their preferred items equal to HALF that number. As for the rest, well, that's where I'll have fun.

The simple advice is to pay attention to your players. For example, if your wizard character really wants Fireburst Armor, there's no reason not to weave an adventure hook around the retrieval of it from the tower of some long-perished fire wizard.

Thematic hoards seem to me like a great idea.
 

Eluxis said:
I always hated random treasure generators myself. They never made a lot of sense to me.

"Well, those owlbears lived in their own filth, but hey! They did own a set of fine china and a beautiful tapestry."

or "For some reason, that ogre chose to attack you with a broken off piece of a table leg, but hey! He did have a shiny +2 Halberd in his treasure pile. He must not have wanted to risk nicking it on your helm."

ROFL :D

We always had a blast with consumable items like potions when found in filthy settings.

" Hey Throldorf pass me over one of them healing potions we got from that manticore dungpile.............Ahhh that hit the spot"
 

Lord Sessadore said:
Thing is, by the core's implied setting, a metropolis like Waterdeep is definitely the exception. It's more like finding that one travelling merchant in the village of Auckney that has enough cash to buy the item off you, but he's only going to pay 1/5 market value for it.

Also, posting an ad like that in a metropolis: you don't think that advertising that you had such valuable commodities would make you a target for theft, B&E, or murder? Seriously, magic items are fairly small, light forms of great wealth, they'd be prime targets for the criminal underground, especially when magic is rare. That's why the people that devote their lives to merchanthood are the ones who trade the items - they have the connections and contacts to (relatively) safely resell the items without advertising (and getting stabbed and robbed).
So basically your average merchant is like a pawn shop. Sure - I understand. However, I for one wouldn't sell a piece of bellybutton lint to a pawn shop because I find their terms unacceptable. Period. Why should a self-respecting adventurer be any different? Why shouldn't I be able to carry my old items around and act as a "traveling merchant"? In such a PoL setting, merchants would necessarily have to be mobile to find enough custom to support them. If merchants can establish said connections, why can't I? Also, for the merchant, it would be far more profitable to just hold onto the item and resell it when the opportunity arose in most cases. Why can't I do that? If I want to carry an inventory, who's to stop me? If I run across someone looking for a particular item, why can't I DE some of my inventory, make it, and sell it above market value just as easily as the NPC merchant can?

As to the "stabbing and robbing" issue, in a metropolis there would probably be some type of a bank where you could deposit said items while seeking a buyer. Furthermore, merchants who dealt in magical items would generally be recognized as such - elsewise, how would anyone be able to locate them to procure their wares? Word of mouth is still advertising. Why, then, would they be any less vulnerable to such attacks? Sure, perhaps they might pay for protection (mafia-style), but a party of adventurers wouldn't have to. They are the brute squad.

I'm entitled to like and dislike whatever I choose. Sure, I can see the merit in your arguments, but you refuse to grant any validity to mine. You're basically saying that the default adventurer goes and sells his or her old stuff to the pawn shop because it's just easier that way. Fine. I don't have to do it that way if I don't want to. I dislike that adventurers are by default classified as gullible lemmings in this respect, which is a perfectly valid complaint.
 


I always hated how every magic item had to be a complete mystery to the party on how to use it if they didn't have access to Identify or the time to use it on items.

"I swing the sword around, do I feel any different?"

"I put the armor on, is it any lighter/can I see in the dark/etc?"

Silly and unneccessary. If you want a magic item to have hidden properties, then do so, but forcing a group to go through the ID dance gets old really fast.
 

Blustar said:
WTF is going on here, in the DMG...Is this the first edition of D&D that doesn't include a random treasure generator?

I can't beleive some of the suggestions for handing out treasure, the worst one is this...Have your players give you a wish list (5 items) and pick an item from the list in an upcoming adventure!!! Imagine their surprise when they find the item they have on their list in an upcoming adventure... ;) I mean seriously what's the fun in that? OK DM these are the items aI really like, sdo something about it. Deus Ex Mechanica anyone???

I don't see D&D as a competition between the players and their DM. I see D&D as a cooperative story-telling experience. Everyone contributes.

So I like asking my players what they want to see, what they want to do, and what they want to have. And especially how they want their characters to grow.

Then I tell the story within these parameters. And sometimes I ignore, or modify, some of what the players desire. I surprise them. I twist in the good with the bad.

Everyone wins.

Blustar said:
A lot of the random stocking dungeons was to spark your imagination and find out how exactly that item got there. Then use that to inspire your story for the dungeon.

You should be able to do this even easier.

Instead of relying on a random roll to suggest an item, then wracking your brain to find that imaginative spark, now you can just scan through the list and find something yourself, something that sparks your imagination the instant you see it on the list.

Much better than randomness.

Blustar said:
Now we are just supposed to pick items that would excite your players and items they can actually use.

As opposed to the opposite, picking (randomly) items that fail to excite your players and cannot actually be used?

What's the point in unexciting unusable items?

And, if there is a point (verisimilitude perhaps), you can still pick items that are unexciting and useless by selecting them from a list.

After all, if your ideal of magic item placement includes finding some boring useless items, for the sake of verisimilitude or for the sake of appreciating the good ones even more, but you always roll randomly, you run the risk of randomly rolling a whole bunch of interesting useful items. You might accidentally (randomly) defeat your prupose by filling a dungeon with useful items and having nothing that fulfills your requirement to place some boring useless items.

Either way, why leave it up to chance? Why not just place an assortment of items that meets your ideals?

Blustar said:
So, I need to put a Warlock item in a dungeon although the story or the dungeon inhabitants might not have any probable reason to find or use these items.

No, you don't need to do this at all.

4e is suggesting you should do this, or else your warlock will begin to feel left out.

I once played a psionic character in a friend's game. He used a lot of storebought adventures, and made up a few, mostly using the DMG for treasures. I went from level 1 to level 12 and never once, not once, found a psionic item I could use. I didn't even find any psionic items I couldn't use. It was somewhat frustrating.

Blustar said:
Also there's no more ID'ing items, you just know exactly what bonus they give and power they have automatically. WTF???

The assumption is that a fighter can swing a new magic sword, whack some trees, slice a piece of leather, etc., and have a good idea whether it is sharper than his old sword.

Likewise, players can test a pair of boots to see if they walk on water, or cling to a wall, or let you walk faster, or let you jump higher, or levitate, etc.

Also the assumption is that items that must be activated often come with markings that reveal how to activate them. Maybe not so blatant as to have the command word carved into the item, but usually something the creator would be able to look at, years later, and go "oh, yeah, that's the command word". Clever adventurers would be able to hit on these clues most of the time.

Yet another assumption is that most adventurers are experts at adventuring. They put their lives at risk daily in a world full of extreme danger. Chances are, they know what they're doing. They come prepared. Part of that preparation is a lifetime of listening to stories, tales, songs of legendary heroes. These stories are full of fantastic magical items and tell how the heroes used these items to defeat their foes. Having a head full of this kind of stuff, stuff that has fascinated them since they were children, gives them all kinds of ideas as to what to expect from a newly found item.

Given those three assumptions, most clever adventurers can figure out most items fairly quickly.

And you're entirely free to give them plain, unmarked items with devious uses and require them to find out how to use them.

Blustar said:
If I ever play 4ed at the store, I will definitely ask for wish lists and then make sure none of those treasures ever make it into my games...

Now that's just mean.

Don't want to use wish lists, then don't use them.

But asking players for their wish lists then punishing them for giving you what you asked for is just plain mean.

I hope you don't have a dog...

Blustar said:
Last thing, it say in a paragraph that magic item shops are rare and whatnot and the next sentence it says that you should generally be able to find the magic item you want to buy??? Where the hell is the mystery? Seriously this is one of the few sections of the new game I can't abide buy, there is just no effing way...

Now I totally agree with you here.

The fake economy suggested in the RAW is really stupid. That's not how supply and demand works.

If an item is generally valuable, then it's easy to find a buyer who will give you fair value for it. If it is rare, limited, or relatively worthless, then it won't sell for much.

But the same time, if I can buy a sword in a market for 5,000, then I can sell that sword in that same market for 5,000. Or at least very close. I might even turn a profit.
 

Lord Sessadore said:
Also, posting an ad like that in a metropolis: you don't think that advertising that you had such valuable commodities would make you a target for theft, B&E, or murder?

Whoa, talk about a great way to not even have to leave town to get some XP!
 

Regicide said:
Whoa, talk about a great way to not even have to leave town to get some XP!
That was my hidden agenda. ;) Given that these guys probably make a habit of this sort of thing, you may very well score some more magic items in the process!
 

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