"Roll For It"

I think at the beginning of a group's formation when they don't really know each other too well (in many cases) the more greedy nature may be more prevelant, but after spending months or years by the other PC's sides I would imagine some character growth would happen and if the group finds an enchanted bow the wizard wouldn't greedily grab it, but instead the group would say, "hey if the ranger has this, our group will be more effective and therefore more loot for all of us"
 

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How do you divide up the loot?
Back in my 1e days, I did it much the way you are doing. Currently, I play 3.5, and we total up the value of all treasure, divide by the number of PCs, and that's one "share." Each PC can use his share to "buy" whatever items he wants; anything that isn't "bought" gets sold off. Whatever part of a PC's share isn't used to "buy" items is distributed to him in cash. And if two (or more) PCs want to "buy" the same item, they roll for it.

I think it works great, and the only players I've ever seen object to it were ones hoping to grab more than their fair share. I also agree that it adds to the old-school feel of greedy adventurers divvying up their loot.

That being said, I would not use this system if I were playing in a different kind of campaign: say, a team of selfless heroes specifically focused on saving the world rather than just getting rich or acquiring personal power. In such a campaign, it would make more sense for the PCs to make sure items went to whomever could use them best, etc.
 

Party is an adventuring corporation, shares are set up by contract. I use a base 100 shares and breakdown as such. You MAY have to adjust shares based on party size.

  • Founding Member: 10 shares -- founding members decide what adventures they are going on, vote on new members and such. 4 founders = 40 shares
  • Member is good standing -- 5 shares for two adventures, you have to be a new member before entering this group. After the adventures and VOTE of founding members, you can become a founding member. 10 shares for 2 members.
  • New Member: 3 shares -- New members 'buy' their way in to the group, getting three shares of the take for three adventures, they then become Members in good standing. 9 shares for 3 members.
  • Henchmen: 1 share to 3 shares based on class + bonuses, these are normally one use characters.
  • Group Name: 20 shares or what is left over -- This is to buy supplies and other items, cover taxes, guild fees and other sundry items.

Players then BUY items or treasure from the pot. So, if they find items and gold totaling 10000 gp, they have buying power of their shares, 100 gp / share, so if there is a item that is valued at 200 gp, a member can buy it as part of their take (as long as they have 2 or more shares coming to them).

Oh, players can also purchase additional shares as investors to the guild.
 
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We use an ever-mutable, incoherent mix of roll-for-choice, roll-by-item, allocation and designation of items as 'party' that causes no end of entertaining conflict, horse-trading and general chicanery. Many things have changed over thirty years, but when it comes to loot there is a rapid regression to our 11-year-old selves.

The only rule we stick to is that the DM may not intervene.

I resemble this remark. :p

The non intervention rule is important! Although the odd suggestion might have slid in from time to time.


Hand of Evil - that's a construction of real beauty. It also made my head hurt a bit. :)
 

My group's method:-

1) A player is randomly chosen.
2) The chosen player divides the treasure into the same number of piles as there are players.
3) A different player is randomly chosen.
4) That player selects one of the piles to take.
5) Repeat steps 3-4 until only the player who did the dividing is left.
6) That player takes the last pile.
 


I resemble this remark. :p

The non intervention rule is important! Although the odd suggestion might have slid in from time to time.


Hand of Evil - that's a construction of real beauty. It also made my head hurt a bit. :)

It is not that bad once the players get their heads around it, it allows them build a business then as their levels go up become mentors and benfactors to new adventurer. IF you have a smart players they will provide money to other groups and such as investments, if the king needs funding for a war the group can provide them.
 

Note that my group did divide up the magic items due to usage first. I only suggested that we roll for the extra gold pieces and the extra healing potion.

And the dwarf tricked us! Greedy dwarf. That player can always be counted on to charge, also. This has lead to some horrible tactical snafu's. He's like Skull from PvP playing a dwarf. He spends all of his gold on ale and, erm, "lady friends." :uhoh:
 

We used to always divvy things up more or less fairly, which used to bug me as a player - because I love the inter-party skullduggery! However, I often wind up being one of the more wealthy PCs, because I have a habit of "Profiteering" where possible - which has surprised GMs new to my particular style of always looking for a quick buck.
 

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