So How Does Your Group Distribute Treasure?

My group is somewhat need-based, in character, though lately they haven't been distributing much treasure. They've been carrying around of stack of stuff they haven't identified, haven't sold, and don't use.

They're either not treasure motivated, or I need to start giving out more interesting stuff (though they don't realize they're carrying some pretty interesting stuff already, and have in the past sold some really interesting stuff!).
 

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I've mentioned how my group deals with treasure and equipment in several other threads, so apologies in advance to those who've heard it before. :)

My group doesn't distribute treasure. Every time the characters level up, they get to re-select whatever gear they want, up to the standard wealth guidelines for a character of their new level. So, a 2nd-level PC with 900 gp of gear, say, a masterwork greatsword, breastplate, a composite longbow [+2 damage bonus], ammunition, and other adventuring equipment, makes a level. He can select up to 2,700 gp of gear, say, a masterwork spiked chain, full plate armor, a masterwork composite longbow [+1 damage bonus], a potion of bull's strength, a potion of cure light wounds, ammunition, and other adventuring equipment.

In addition to cutting down on intra-party squabbling about who gets what, it also saves the DM the hassle of second-guessing what the players want, and placing appropriate treasure in the adventure. It also ensures that the PCs are relatively well-balanced with respect to each other (nobody gets all the good magic items) and with the challenges they are expected to face (they are always equipped with a reasonable amount of gear for their level).

The standard in-game explanation for how the PC's gear improves is that he belongs to an organization that keeps him appropriately equipped. Along the way, our group has developed additional handwaves: some magic items actually improve with the character (a +1 longsword becomes a +1 flaming longsword, for example), the character is given a reward, the character gains an inheritance, the character actually finds treasure at the end of the adventure, etc.
 

Olgar Shiverstone said:
(though they don't realize they're carrying some pretty interesting stuff already, and have in the past sold some really interesting stuff!).


Hah! Now we know (unless you're bluffing). As a druid I have no real interest in wealth other than the abundance that Silvanus provides (nuts and berries and things). Now if only some of that "stuff" could help me get that darn dragon out of my garden. ;)
 

We go through a similar process to those noted above. First is ‘Need Before Greed’ (NBG). Failing that, we check the approximated total ‘Magic Item Value’ (MIV), breaking deadlocks with a ‘Magic Item Count’ (MIC). In both cases, the lowest total wins. As characters rarely KNOW the true value of the items they are using, we just ‘ball-park’ their value; being 1 gp under ISN’T going to win you the day… It really needs to be a decisive margin.

The main problem we have encountered is a player declaring, “…I have no claim on this item I am currently carrying; its party treasure – I’m just using it until we either sell it, or someone actually wants it…!’

And as such we finally resort to the ‘Roll For It’ (RFI) method.

My issue with this is, it should be the CHARACTERS rolling, not the PLAYERS.

So, with this in mind (and a need for an in-game gambling game for characters to play in the local tavern), I actually created a dice game. It has elements of craps, poker and blackjack, and works rather well. I always find cards to have a rather western feel (or at best, renaissance); dice at least FEEL like they belong in a medieval/fantasy setting…

To date, we have yet to actually use it for item distribution, and hopefully we never will. Getting to the ‘Roll For It’ stage is rather rare (thankfully), and is not something I want on a regular basis anyway.
 

My group does it suprising ly well. One guy has a magical item that is easily worth more then any two of the other players, but no one seems to mind. At 6th level the spychic warrior only has MW armor and weapons, very little magic or psionic items, and a cursed belt but seems fine with it. THe ranger doesn't have a magical bow and armor, though the cleric has a magical hammer and shiled. The fighter has all sorts of magical items that are good for him.
 

Herremann the Wise said:
As such, I would really appreciate some suggestions in how your group distributes treasure.
With suspicion, subterfuge, outright sabotage, lies, recriminations, theft, fraud, and of course torture and violence.
Is there a fair system that can keep some of the "usual treasure behaviour" in line?
For example, imagine your group has just found a Ring of Protection +4. Who gets it and how do you work this out? I'd appreciate any ideas at the moment.
http://home.earthlink.net/~duanevp/dnd/auction.htm
 

What we've always done for magical treasure:


Each player rolls a die for each character he plays; the highest roll goes first, and then the next highest, and so on down the line.

Mundane valuables (coin, gems, furs, etc) are divvied up more or less equally between characters (new characters, however, frequently get a half-share of threasure the first few times).

NPCs, unless they're merely hirelings, get similar shares.
 

The apparently popular "need over greed" method irks me for three reasons.

One: it is unfair. There will always be players fascile at using logic to gobble all the best magic items for their so-called "needy" PCs. Less fascile players will see their PCs carrying hand-me-down magic items. "Here ya go. You can have my old chipped +1 sword; I need this new +2 sword, because blah blah blah."

Two: "need over greed" is totally fake. People aren't that selfless, and wouldn't act like that. ...Well, maybe one person in a party would, but not every-frikkin-body.

Three: "need over greed" is a fancy form of munchkin behavior. Heck, it shouldn't be called "need over greed"; it should be called "Maximizing Party Power!!!11!"

For heaven's sake, if you're doing the "need over greed" method, please show mercy and give the best magic wand to the Rogue once in a while, the best magic arrows to the plain ol' Wizard carrying a shortbow who'll probably never shoot them, and the +4 Ring of Protection to the annoying gnome Bard who'll run away from any monster bigger than chicken. And so forth.

Tony M
 

tonym said:
One: it is unfair. There will always be players fascile at using logic to gobble all the best magic items for their so-called "needy" PCs. Less fascile players will see their PCs carrying hand-me-down magic items. "Here ya go. You can have my old chipped +1 sword; I need this new +2 sword, because blah blah blah."

Then its not need over greed. As need over greed is completely fair as long as the players are being fair, but if they aren';t then you are doing something else with lieing and untruths.

Two: "need over greed" is totally fake. People aren't that selfless, and wouldn't act like that. ...Well, maybe one person in a party would, but not every-frikkin-body.

Sure they are. But if this is what you are worried about for fake in a world with magic and dragons, I think there are bigger areas of fakeness you might be missing.

Three: "need over greed" is a fancy form of munchkin behavior. Heck, it shouldn't be called "need over greed"; it should be called "Maximizing Party Power!!!11!"

This is absolute rediculus. I'm not sure you understand what a munchkin is. There is nothing wrong for trying to benefit the whole party since in a prty type game you are as weak as the weakest lionk. It might be seen as meta gaming, but no more then the idea of a blanced party is.
 

FireLance said:
My group doesn't distribute treasure. Every time the characters level up, they get to re-select whatever gear they want, up to the standard wealth guidelines for a character of their new level.

I really like this.


I really really like it. It's got a sort of D20 modern wealth check feel to it. In fact, I've been trying to figure out how to use that mechanic (or similar mechanic) for quite some time now. If the characters aren't worried about their stuff so much, I think the game would be much more enjoyable. YMMV, of course.
 

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