Blue
Ravenous Bugblatter Beast of Traal
Okay, different groups handle this different ways. It's actually usually something we settle as players, not characters. In general magic items are by who can best use them/needs something, and funds are pooled to a lesser or greater extents.
As a DM, I give out around the Xanathar's suggestions by tier, perhaps a little more generous with wonderous items, and a little less generous with consumables and "plus X" weapons/armor. Most items are where they are for a reason, so often are used against the party before the group can get them. I expect players will miss items - when I say "give out", that doesn't include items that aren't given out because they are missed.
Tangentially, I use story/pacing based leveling, and follow the same idea with items - there are many routes that can lead to successfully overcoming challenges, and I'm not going to penalize a group simply because they didn't approach a challenge in a way to beat people up and take their loot. For example, you might kill a bunch of bandits and take their loot. Or capture them and get a reward. Or join them and have a share stealing from the tax collector.
I've got one unusual group that's worth discussing on how it mutates the loot expectations. One group's origin was that they all "awoke" these powerful mask relics of the Imperium. There were less than a hundred Masks in the whole Imperium, and accepted Mask Bearers were sworn in and given authority - their personalities were accepted by the Masks which protected the Imperium, causing these artifacts to awaken.
Anyway, from level 1 they could requisition and mundane equipment, and they had a personalized magic item that would grow with them. They have been the absolute least murder-hobo party (and I've played with all of the them in other campaigns). They dont' do random sidequests for loot. It's just not a big deal. Well, the elven archer ranger really wants a magical bow, but besides that, they are not loot-inspired. It's drastic.
As a DM, I give out around the Xanathar's suggestions by tier, perhaps a little more generous with wonderous items, and a little less generous with consumables and "plus X" weapons/armor. Most items are where they are for a reason, so often are used against the party before the group can get them. I expect players will miss items - when I say "give out", that doesn't include items that aren't given out because they are missed.
Tangentially, I use story/pacing based leveling, and follow the same idea with items - there are many routes that can lead to successfully overcoming challenges, and I'm not going to penalize a group simply because they didn't approach a challenge in a way to beat people up and take their loot. For example, you might kill a bunch of bandits and take their loot. Or capture them and get a reward. Or join them and have a share stealing from the tax collector.
I've got one unusual group that's worth discussing on how it mutates the loot expectations. One group's origin was that they all "awoke" these powerful mask relics of the Imperium. There were less than a hundred Masks in the whole Imperium, and accepted Mask Bearers were sworn in and given authority - their personalities were accepted by the Masks which protected the Imperium, causing these artifacts to awaken.
Anyway, from level 1 they could requisition and mundane equipment, and they had a personalized magic item that would grow with them. They have been the absolute least murder-hobo party (and I've played with all of the them in other campaigns). They dont' do random sidequests for loot. It's just not a big deal. Well, the elven archer ranger really wants a magical bow, but besides that, they are not loot-inspired. It's drastic.