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General Tabletop Discussion
*TTRPGs General
Problem: character deaths are leading to enormous party wealth
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<blockquote data-quote="Morte" data-source="post: 913345" data-attributes="member: 9413"><p>With the proviso that I'm speaking from experience of Neverwinter Nights (an almost-D&D computer game) rather than P&P...</p><p></p><p>I was very interested to see this thread, because I hit exactly the same problem in the first substantial campaign I ran. Here are some things I did for the second campaign, which worked out pretty well:</p><p></p><p>1. Assume that there will be a certain number of deaths and that the gear will sometimes be redistributed. Give out about 80-90% of the theoretically correct loot to compensate. Adjust on the fly.</p><p></p><p>2.Rule that the DMG figure is for the total amount of loot a character has acquired by that point, but it includes potions he drank, bard items the party sold at 50% because they had no bard, etc. A character who acquired the DMG figure in loot from his adventures + dead comrades might actually retain about two thirds of it. A new character would be created at about two thirds of the DMG figure to match.</p><p></p><p>[Unfortunately, this requires a fair bit of paperwork to track wealth. It's not so bad in the computer game, because I can use a script that prints the players' inventory and its value to the logfile every time they login/die/level. I imagine there must be software available to maintain and value character records for P&P?]</p><p></p><p>3. Use modified XP rules that give a larger share to the lower level members of the party. It tends to bring the levels closer together over time. Players have been happy to accept this if I sell it to them up front "for the good of the game as a whole".</p><p></p><p></p><p>Once I've decided whether I need to adjust wealth up or down, I use some of the tricks mentioned in this thread. In particular, the players are liable to find themselves on side quests against lots of trolls or ogres or whatever if I think they're too rich. They also start discovering a higher percentage of loot which is no use to them (e.g. druid items when they've got no druid) and selling it at 50% instead of using it. That gets the XP up without gaining much money, also compensating for the XP lost on death so that they can get back to the main campaign and cope.</p></blockquote><p></p>
[QUOTE="Morte, post: 913345, member: 9413"] With the proviso that I'm speaking from experience of Neverwinter Nights (an almost-D&D computer game) rather than P&P... I was very interested to see this thread, because I hit exactly the same problem in the first substantial campaign I ran. Here are some things I did for the second campaign, which worked out pretty well: 1. Assume that there will be a certain number of deaths and that the gear will sometimes be redistributed. Give out about 80-90% of the theoretically correct loot to compensate. Adjust on the fly. 2.Rule that the DMG figure is for the total amount of loot a character has acquired by that point, but it includes potions he drank, bard items the party sold at 50% because they had no bard, etc. A character who acquired the DMG figure in loot from his adventures + dead comrades might actually retain about two thirds of it. A new character would be created at about two thirds of the DMG figure to match. [Unfortunately, this requires a fair bit of paperwork to track wealth. It's not so bad in the computer game, because I can use a script that prints the players' inventory and its value to the logfile every time they login/die/level. I imagine there must be software available to maintain and value character records for P&P?] 3. Use modified XP rules that give a larger share to the lower level members of the party. It tends to bring the levels closer together over time. Players have been happy to accept this if I sell it to them up front "for the good of the game as a whole". Once I've decided whether I need to adjust wealth up or down, I use some of the tricks mentioned in this thread. In particular, the players are liable to find themselves on side quests against lots of trolls or ogres or whatever if I think they're too rich. They also start discovering a higher percentage of loot which is no use to them (e.g. druid items when they've got no druid) and selling it at 50% instead of using it. That gets the XP up without gaining much money, also compensating for the XP lost on death so that they can get back to the main campaign and cope. [/QUOTE]
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Problem: character deaths are leading to enormous party wealth
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