"Party Funds" -- yay or nay?

BVB

First Post
Rather than divvy up the gold and other treasure/assets into fair shares, my new group is carrying around most of the stuff as a "party fund" with only a small percentage going to each member individually. The group tends to dip into the fund for big purchases that benefit all of us equally, or small items for each person -- a horse and wagon, for example, or wands of healing for everyone.

How does your group handle its adventure acquisitions and profits?
 

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BVB said:
Rather than divvy up the gold and other treasure/assets into fair shares, my new group is carrying around most of the stuff as a "party fund" with only a small percentage going to each member individually. The group tends to dip into the fund for big purchases that benefit all of us equally, or small items for each person -- a horse and wagon, for example, or wands of healing for everyone.

How does your group handle its adventure acquisitions and profits?

I think if you are roleplaying a very tight group, or one with a joint long term goal, the "party fund" method is the way to go. Just make sure that there is agreement in AND OUT of character, cause no one (well, few people) wants to be make bluff checks at each other all night and having to justify keeping the sneak around...

Kahuna Burger
 


Actually, it kinda bugs me, because my character didn't get into the group until after they'd been adventuring for a while. I'd rather have my share up front and buy all my gear myself. A "good" alignment <> totally selfless, after all.
 

BVB said:
Actually, it kinda bugs me, because my character didn't get into the group until after they'd been adventuring for a while. I'd rather have my share up front and buy all my gear myself. A "good" alignment <> totally selfless, after all.

huh? I'd think a party fund would be better in that situation. I mean "let's get the new guy set up before we head out" vs "hey bob, sorry you're totally underequipted, btu if you live through this first dungeon delve you can go out and buy stuff at the next town we hit..."

At least thats how I'd run a "new guy/party fund" setup...

Kahuna burger
 

The way a party determines is best to divide up the treasure can be a defining characteristic of a group of players, a function of the characters themselves, or a vital necessity prompted by the campaign or setting in which the game is being played. I've found that greedy characters make for poor adventuring fellows and some level of teamwork always wins in the end.

I've run groups that have added up the value of every magic item they have gotten (down to the last copper piece) to ensure that everyone got their even monetary split or the rewards. While this can be argued to be the most fair approach, there are circumstances where this might cripple a party. If a single item of great value turns up that can only be used by one member of the group, should fairness dictate it be sold if that item can lend to the survival of the whole?

Some groups I've seen have kept a running ledger and made sure that the "have nots" were not forgotten and had dibs on future items. This, at least, removes the loss (in a misguided attempt to foster fairness) of powerful items. Mind you I've never been a big fan of Meta-gaming, so those tallies had to be made by either appraisals by group members or by potentially unscrupulous merchants or NPCs who may not always give the proper values.

There are other groups (that rarely last long) where rolling off for first choice eventually winds up with some marked disparities. This lack of balance often played out in such a way that one or two members of the group survived through an entire campaign as other players struggled, generating character after character in an unending cycle, never able to keep up with the Jones's. Sometimes the prominent group members would be unwilling share the equipment from the fallen with new members, opting instead to sell off those items they couldn't personally use so they could secure additional gear for themselves.

I remember an incident where a Red Dragon swooped down and snatched one of these walking candy stores, carrying him off to a place where he could be disected one-on-one. There was some complaining but in the end the player couldn't deny he was the one ripe piece of fruit on an otherwise barren tree.

The group who did the best in all the campaigns I have run had a system where they sold off minor items if a major magic item surfaced on the market that would prop up a lesser member of the party. They frequently pooled funds to make each member of the party as effective as could be. In between other quests, they'd seek information on items that might help bring the group to a better balance, even if tracking down those items put them into danger. They were the epitome of a well-oiled machine, on and off the battlefield, and after three years of gaming together the original characters all retired as a group, appropriately enough, to run magic item shop. :)
 

My players do something similar to Monte's. (It's pretty nice to be able to say that.) They divide the shares into party number+1 shares, with the extra going to a common pool. It acts like a general pool for general utility stuff. Also, if the group is saving up for a particular thing (in one game, equipment for a small mercenary group) another pool and share might be created.
 

In a four person party, treasure is usually split five ways with the fifth becoming the party fund.

Essentially, the party fund is used to buy items that will benefit everyone, like wands and potions of healing or the components to identify.
 

Funds are unually handled individually, but the party does have a rather extensive collection of party magic that whatever characters are heading out on adventure can pick from. It also makes it easy to equip new P.C.'s, as they just borrow until they get their own.
 

The group I GM for does the party members +1 then split method with the group fund covering things needed by the entire group and travel expenses and taxes. The mage and cleric get scribing money out of there since they use up xp/life force to create things beneficial to the party. The wizard charges the party full price for items he makes with the parties agreement to fund his spell scribing expenses. He didn't want to but everyone argued him into that position. So they are fair about things keeping even the greedy player under control by out voting his request most times. Since they all have to hunt for items when they have money everyone contributes roleplaying and money to find things. I only have one magic shop type place they no of and that is the wizard's university that uses it to fund itself. Making apprentices do potions and scrolls and such for tution. Otherwise finding stuff takes time and connections. but that's besid ethe point. Most money is split then loaned back and forth between characters for big purchases.

later
 

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