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Players don't provide wish lists... What would you do?
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<blockquote data-quote="FireLance" data-source="post: 5074146" data-attributes="member: 3424"><p>This is the system I'm using in my campaign and it seems to be working out quite well so far. Why don't you see what your players think of it? Tell them that instead of you giving out magic items and treasure, you are going to abstract the party finding them as follows:</p><p></p><p>1st-level characters start with 100 gp as per the rules. From then on, every time they gain a level, they gain a magic item of up to new level +1 and gold equal to one-fifth the value of a magic item of new level -1. For example, when a 1st-level character gains 2nd level, they get a 3rd-level magic item and 72 gp (one-fifth the value of a 1st-level magic item).</p><p></p><p>The players are free to narrate how they acquired the new magic item and gold. The most obvious approach is to say that they found it in a treasure room or treasure chest at the end of the adventure. However, they could also have received a reward or a gift from a patron.</p><p></p><p>The advantage to this approach is that the players don't have to think and plan far in advance - they just need to pick a new magic item every time they gain a level. However, if the players feel that this method of gaining treasure seems rather artificial and contrived, you could just weave opportunities for the players to choose what reward they want into the storyline - for example, every once in a while, the players go on a mission for the local ruler, a powerful wizard/artificer or a rich merchant house who has the resources to provide the PCs with the magic items they request (within reason) or to trade one magic item for another of equal value (so that the players don't suffer a 80% loss when they do so).</p></blockquote><p></p>
[QUOTE="FireLance, post: 5074146, member: 3424"] This is the system I'm using in my campaign and it seems to be working out quite well so far. Why don't you see what your players think of it? Tell them that instead of you giving out magic items and treasure, you are going to abstract the party finding them as follows: 1st-level characters start with 100 gp as per the rules. From then on, every time they gain a level, they gain a magic item of up to new level +1 and gold equal to one-fifth the value of a magic item of new level -1. For example, when a 1st-level character gains 2nd level, they get a 3rd-level magic item and 72 gp (one-fifth the value of a 1st-level magic item). The players are free to narrate how they acquired the new magic item and gold. The most obvious approach is to say that they found it in a treasure room or treasure chest at the end of the adventure. However, they could also have received a reward or a gift from a patron. The advantage to this approach is that the players don't have to think and plan far in advance - they just need to pick a new magic item every time they gain a level. However, if the players feel that this method of gaining treasure seems rather artificial and contrived, you could just weave opportunities for the players to choose what reward they want into the storyline - for example, every once in a while, the players go on a mission for the local ruler, a powerful wizard/artificer or a rich merchant house who has the resources to provide the PCs with the magic items they request (within reason) or to trade one magic item for another of equal value (so that the players don't suffer a 80% loss when they do so). [/QUOTE]
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Players don't provide wish lists... What would you do?
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