"Party Funds" -- yay or nay?

Monte At Home said:
In one of the two Ptolus games, the players divided the loot and then gave an equal share to the party fund. This worked pretty well.

We've done it that way, and we've also done it that everyone gets a share, and whatever wasn't distributed evenly got thrown into party treasure. We'd then pay for inns, etc out of party treasure, since that's about all we could afford with it. :)
 

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I don't really like the party funds idea, as either a DM or as a player, and both for different reasons.

When I'm DMing a game, its up to the players to decide how they want to split everything as is usual. However, when they decide to have a party funds they just seem to throw it into "party funds" and its a pain to get them to agree on who is carrying it (theft, encumberance...etc).

As a player, I want my share up front either when we find it or after the adventure. All too often when I want to buy something the other players refuse me my share of the money because they don't agree with it being bought or they want it for something expensive of their own desire. I much prefer a character handling his own finances.
 

BVB said:
I think it's delightful that the entire group...

I've only seen it the once in thirty years of gaming, so I couldn't say if your group has the stuff to manage such a goal, but it worked very well for them. :)
 

with my group, when we get loot we diivy up the magic items (on the who can use this, what'cha got that's similar, would this benefit someone else more, basis) - expendable items such as potions, wants and so on go the people that are most likely to be able to use them the soonest with a few exceptions (wand of dispel magic went to the rogue/cleric for spot counterspelling).

Coin and things to be sold tends to all go into the central party bank. If you need money for something, just draw it from the bank. Everyone's welcome to keep walkin-around money on them if they so choose.


Basically we're Adventurin' Magical Commies.
 


I'm not really much in favor of taking loot to begin with. Unless, of course, we're playing a pirate campaign.
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Really, though. The standard D&D paradigm -- adventuring for loot and profit -- has worn pretty thin for me anymore. I kinda like the suggestions in Oriental Adventures or The Wheel of Time Roleplaying Game where looting is kinda discouraged to a certain extent.
 

In the past few years at least, most party members don't carry more than 100 g.p. . One character carries all the loot (most of the time, in a bag of holding), and when someone needs something, he just takes the money and buy it.

We always make sure there's enough cash for a True Resurrect.

Magical items go to the party member that will make the most out of it.

We never, ever, had an argument within this system. It's just the logical thing to do if you want to maximize your group's effectiveness.
 
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