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General Tabletop Discussion
*Pathfinder & Starfinder
Treasure Distribution in Multi-Character Campaign
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<blockquote data-quote="WalterKovacs" data-source="post: 5528775" data-attributes="member: 63763"><p>I remember when 4e was first coming out that one of the 3PP's had a campaign setting that basically equated to the PCs being part of a task force that was sent out on missions. Part of that involved equipping the party with specific ammounts of magical gear before they went out, etc. If going with the HQ concept, there can be a sort of "oversight" involved that splits the gear up amongst the party.</p><p> </p><p>Other ideas are to use 'non-transferable' magic items that are either so specific to a character as to be unusable to other characters (like a superior weapon only they are proficient in) or something inherent (like the boon/guildmaster training/etc that becomes 'part' of a character). And make sure you have enough of those items to have all the characters getting their share. Then, for 'shared' items, assume a normal sized party. So rituals, scrolls and components (which are used by the group basically) and stuff that more than one person can use don't need to be doubled. Now, it's a question of allowing say ... two characters to "share" say, one neck slot item. If you don't want that, having simultaneous adventures means that overloading one of the groups causes the other group to be weaker in terms of what gear they have. It might be a good idea at that point to consider the treasure to be for a larger party (but not two sets of treasure parcels). This basically means more magic items, but in terms of cash to spend on rituals and healing potions and the like, it stays even. Since they'd only have X PCs in each fight, and the XP value is given to even the characters out of the fight, they'd be consuming resources (like rituals, pots, etc) as that party size, the extra characters only need to be equippable. Even with two simultaneous adventures, the total number of encounters for either side is decreased, with the other group helping to get XP. (i.e. a group of 10, each 5 person party doing 5 encounters would level them up based on the '10 encounters to level' rule concept)</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5528775, member: 63763"] I remember when 4e was first coming out that one of the 3PP's had a campaign setting that basically equated to the PCs being part of a task force that was sent out on missions. Part of that involved equipping the party with specific ammounts of magical gear before they went out, etc. If going with the HQ concept, there can be a sort of "oversight" involved that splits the gear up amongst the party. Other ideas are to use 'non-transferable' magic items that are either so specific to a character as to be unusable to other characters (like a superior weapon only they are proficient in) or something inherent (like the boon/guildmaster training/etc that becomes 'part' of a character). And make sure you have enough of those items to have all the characters getting their share. Then, for 'shared' items, assume a normal sized party. So rituals, scrolls and components (which are used by the group basically) and stuff that more than one person can use don't need to be doubled. Now, it's a question of allowing say ... two characters to "share" say, one neck slot item. If you don't want that, having simultaneous adventures means that overloading one of the groups causes the other group to be weaker in terms of what gear they have. It might be a good idea at that point to consider the treasure to be for a larger party (but not two sets of treasure parcels). This basically means more magic items, but in terms of cash to spend on rituals and healing potions and the like, it stays even. Since they'd only have X PCs in each fight, and the XP value is given to even the characters out of the fight, they'd be consuming resources (like rituals, pots, etc) as that party size, the extra characters only need to be equippable. Even with two simultaneous adventures, the total number of encounters for either side is decreased, with the other group helping to get XP. (i.e. a group of 10, each 5 person party doing 5 encounters would level them up based on the '10 encounters to level' rule concept) [/QUOTE]
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