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General Tabletop Discussion
*TTRPGs General
So How Does Your Group Distribute Treasure?
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<blockquote data-quote="Psimancer" data-source="post: 2631338" data-attributes="member: 13037"><p>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.</p><p></p><p>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…!’</p><p></p><p>And as such we finally resort to the ‘Roll For It’ (RFI) method.</p><p></p><p>My issue with this is, it should be the CHARACTERS rolling, not the PLAYERS.</p><p></p><p>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… </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Psimancer, post: 2631338, member: 13037"] 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. [/QUOTE]
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