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<blockquote data-quote="Shiroiken" data-source="post: 7617837" data-attributes="member: 6775477"><p>IMO it's best to have a formal agreement that everyone agrees to before a campaign begins. For example, I my group is very communal, with an even cash split (players can buy art objects before they're sold) and magic items are given out by need/usefulness. I'm not a huge fan of this, because it does create a huge disparity in magic items (one player might have 3-4 magic items, while another has none), but that's their preference and I deal with it when I'm a player.</p><p></p><p>I think your system is pretty fair, but offer a few suggestions:</p><p></p><p>Allow a party pool of funds for communal expenses. This can be used for rations, inn stays, as well as spell components that are useful for the group. Augury is a good example of this, but my group also includes Revivify (your group might have the cost deducted from the player who died, however).</p><p></p><p>Figure out how your group handled missing players. Some groups don't want players to get any loot for sessions a player misses. If so, you have to track that separately, which can be a bit of a pain in the ass.</p><p></p><p>Magic items are tricky, and I'll offer two suggestions. Your option is fine, but you might require someone who is getting a new magic item to give up an existing magic item to someone else to balance the overall number of magic items (I'd ignore rarity, because it's not a really good measurement of power in 5E). Alternately, you can create a number of shares of treasures equal to twice the party, where a consumable magic item is worth 1 share of treasure and a permanent one is worth 2 (thus you get less/no money for getting magic items), and choice is made by rolling lots at the end of the adventure.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7617837, member: 6775477"] IMO it's best to have a formal agreement that everyone agrees to before a campaign begins. For example, I my group is very communal, with an even cash split (players can buy art objects before they're sold) and magic items are given out by need/usefulness. I'm not a huge fan of this, because it does create a huge disparity in magic items (one player might have 3-4 magic items, while another has none), but that's their preference and I deal with it when I'm a player. I think your system is pretty fair, but offer a few suggestions: Allow a party pool of funds for communal expenses. This can be used for rations, inn stays, as well as spell components that are useful for the group. Augury is a good example of this, but my group also includes Revivify (your group might have the cost deducted from the player who died, however). Figure out how your group handled missing players. Some groups don't want players to get any loot for sessions a player misses. If so, you have to track that separately, which can be a bit of a pain in the ass. Magic items are tricky, and I'll offer two suggestions. Your option is fine, but you might require someone who is getting a new magic item to give up an existing magic item to someone else to balance the overall number of magic items (I'd ignore rarity, because it's not a really good measurement of power in 5E). Alternately, you can create a number of shares of treasures equal to twice the party, where a consumable magic item is worth 1 share of treasure and a permanent one is worth 2 (thus you get less/no money for getting magic items), and choice is made by rolling lots at the end of the adventure. [/QUOTE]
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