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PC Inheritance

Inheritance is a character decision. As such, I (as DM) don't get involved.

I don't bother with in-setting taxes, living costs, or the like. They're a bit of hassle, players really hate them, and they don't add enough to the game to be worth it (to me). I do use the wealth-by-level guidelines (roughly speaking), so if the PCs find themselves with lots of extra loot (from inheritance, or any other source), I'll quietly reduce the amount of treasure in upcoming sessions to compensate.
 

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If you want to use inheritance, why not do something like a bonded legacy item.

i.e.
Son, use my sword. Do these deeds, it served me well all those years. It is your turn now to lead the men forward.
In no matter which rule system you use, or if it's high or low magic this can work.
Have the item grow with the person.
The item bonds with the owner/new owner (in cases of inheritance) over time.
Both becoming stronger the longer it lasts.

Sample
3rd level character it becomes a +1 weapon
or maybe a Ring +1 something

It's really boundless doing it that way.
 

I was in my "Killer DM" phase most of the time we were using those rules, and I found it fostered a certain group mentality in the players. The only time they wanted to leave anything to anyone, they wanted to leave it to the survivors of the party. That is, looting your dead friends was not only acceptable, but expected.

Heck, we started a few campaigns where the players openly talked about how many characters, on average, they would need to go through before the accumulated stuff gave them enough of an edge to succeed. The whole table cheered madly when the last one or two surviving members made it out with the bag of holding. I think they might have temporarily lost their character ethics, if confronted with a legal heir. :lol:
 

I like the slightly more detailed OD&D version:

Relatives: The referee may allow players to designate one relative of his character to inherit his possessions if for any reason the participant unexpectedly disappears, with or without "death" being positively established, for a period of one game month, let us say. At this time the relative would inherit the estate of the character, paying a 10% tax on all goods and monies. The relative must start at the lowest level of the class he opts for, but he will have the advantage of the inheritance.

If the character returns, he takes possession of his estate once more (referee's option as to willingness of the relative to give it up) but must pay an additional 10% tax in order to regain his own. Optionally the relative may be allowed to stay on as a non-player character in the service of the player-character. Loyalty of the relative in such a circumstance would be at a penalty of from 0 to -6, and he would possibly intrigue to regain control.

Characters without a relative will lose all their possessions should they disappear and not return before whatever period is designated as establishing death.
 

In my humble opinion, the item should really be an heirloom and a critical part of the story.

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Badly. Pretty soon the party was wallowing in cash and magic items and was far too well equipped for their level.

I've tried to discourage this ever since.

I didn't discourage this. I allowed this. Of course new pcs even if they were about 3 level got very little to no starting magic items. The players would whine then someone would give them the spare one or 2 +1 weapons and the +1 ring.
Of course with my group GODT Goobers of the Dinner Table, in the course of 6 months my begining pcs got a total of 23 staffs, including 2 staff of magi. I have the full list buried some where in my notes which are hidden in a closet.
 


My group has done this before. A brand new party of 1st level characters each received an item from their grandparents estate. The grandparents were another group we played that saved the world already and most were dead, except the elf character who awarded each newby an item and sent them on the quest. The fun part was making characters related to the past ones. One was a bastard son, another half- something, a cousin, but most players chose another player's character to be related to.

The party started off with a more powerful item for their level and may not have been the best solution because it made combat a bit wonkier. A better solution would be legacy items as stated above. If my grandfather' sword was some cool +4 fire blasting something that could turn undead once per day, "How come when I hold it it is just a plus 1". "Well son, greatness comes from inside and the sword will show you when you are ready". Blah, Blah, for game balance and such, blah, blah..
 

I do this and have done it since my earliest playing/DMing days. If my player characters or my player's characters lived long enough often they got married and/or had children. Possessions, heirlooms, birthrights, legacies, and inheritances went to their offspring, brothers, or sometimes to their friends, fellow party members, or more distant relatives.

Lands, estates, livestock, valuables, etc. were handled in the same way. Written wills were rarely used because usually everyone knew who the inheritor would be. Blood relatives or someone the dying party member had already publicly announced as his heir.

A couple of things to keep in mind about this from my point of view. As DM how the players handle these issues is their affair, as has already been mentioned. Unless the law gets involved and I have to arbitrate or play judge. Magical items and devices in my setting are rare, so no new character is likely to inherit a balance tipping cache of magical goods. They are simply too rare and powerful. Each magical item in my setting is unique (there are no generic +1 longswords) and so how each magical device or item functions also tends to be unique. Meaning that just because it is inherited doesn't mean the new player knows how to use it, that it can be used or activated in the same way as the former owner used it, or that the device will even have the same powers or capabilities it previously displayed. Each item acts and reacts to each owner uniquely and individually.

This makes for great new adventures as new characters try to understand what exactly it is they have inherited and how it works. New PCs have also inherited famous items only to discover that the magical items are apparently no longer magical or have transformed themselves into something else entirely than was previously expected or suspected. And some new PCs are able to awaken wholly new capabilities from a magical item than was previously the case. And finally some characters have inherited family heirlooms and such thinking they were not magical (for previously they showed no magical dweomer of any kind) only to discover that for the new owner the item is apparently magical.

And of course claims can always be contested, both legally and covertly. Ambushes occur over valuable items, keeps are assaulted, estates attacked and burned, caravans raided. Just because you inherit something doesn't mean it happens securely. And this also makes for good adventures.

Then finally, some legacies are passed down but not given directly. The opportunity exists to recover a legacy but not the guarantee. The inheritor has to discover the location of a hidden treasure hoard, or must complete a quest to recover his inheritance. Worthiness to inherit must sometimes be proven. And of course there are also secret caches and secret inheritances that are not immediately obvious. Again a good genesis for an adventure, or a Quest.

I've often used heirlooms, legacies, birthrights, blessings, and inheritances to good effect in-game. Sometimes it even leads to absolutely great adventures.

P.S: I also forgot to mention, you can associate inheritances, legacies, heirlooms, birthrights, and items to be inherited with riddles, puzzles, and prophecies, as easily as with Quests. And those makes great adventures too.
 
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