Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What do you do with the dead guy's stuff?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="danzig138" data-source="post: 3073874" data-attributes="member: 3595"><p>You'd think so, wouldn't you? Not IME though. of course, when it's happened IMG, a few deaths in rapid succession generally meant in round 2, round 6, round 8, etc. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Seriously, though, it was pretty common for the characters to not e able to completely salvage the dead comrade's belongings because they were too busy fleeing the scene. There were a few times when they came back to the scene and dead PC gear was used against them. More often, by the time they came back, the bad guys had captured and sold the loot for ale and whores. </p><p></p><p>In my Greyhawk game, outside of a few places, like the Free City of, they were no places to buy magic items. You could commission things, but no magic shoppes. I agree that this could be a balance problem if you give characters free access to purchasing magic. But even then, scaling back on future treasure in a subtle manner fixes things. </p><p></p><p>For many years now, one of the rules I instituted for my games was simple - if your character died and wasn't raised, or you retired your character, the next character couldn't be the same race or class as the previous character - unless it was human. You could still play humans. But this cut down on the same guy different name school of character design. </p><p></p><p>Ultimately, the problem I have with long-lost heirs, wills, giving it to the new guy, etc, is that it damages my belief in the setting. As a player and DM, I'd much rather handle it in a realistic manner - the group does what the group does with the loot, and if it is out of hand, manipulating the treasure in a low-key way for a few encounters. I understand that this doesn't work for some folk, but I've always been the type of GM and player to sacrifice balance in favor of the world feeling more right for me. *</p><p></p><p></p><p></p><p>*Not related to the treasure thing- I used to know a DM that I played with a few times. If someone couldn't make it to the game, he had their character literally disappear for the session. Not abducted, no interesting subplots, just disappear. And then when the player showed up, the character just reappeared. I ended up not being able to enjoy his games because of things like that.</p></blockquote><p></p>
[QUOTE="danzig138, post: 3073874, member: 3595"] You'd think so, wouldn't you? Not IME though. of course, when it's happened IMG, a few deaths in rapid succession generally meant in round 2, round 6, round 8, etc. :) Seriously, though, it was pretty common for the characters to not e able to completely salvage the dead comrade's belongings because they were too busy fleeing the scene. There were a few times when they came back to the scene and dead PC gear was used against them. More often, by the time they came back, the bad guys had captured and sold the loot for ale and whores. In my Greyhawk game, outside of a few places, like the Free City of, they were no places to buy magic items. You could commission things, but no magic shoppes. I agree that this could be a balance problem if you give characters free access to purchasing magic. But even then, scaling back on future treasure in a subtle manner fixes things. For many years now, one of the rules I instituted for my games was simple - if your character died and wasn't raised, or you retired your character, the next character couldn't be the same race or class as the previous character - unless it was human. You could still play humans. But this cut down on the same guy different name school of character design. Ultimately, the problem I have with long-lost heirs, wills, giving it to the new guy, etc, is that it damages my belief in the setting. As a player and DM, I'd much rather handle it in a realistic manner - the group does what the group does with the loot, and if it is out of hand, manipulating the treasure in a low-key way for a few encounters. I understand that this doesn't work for some folk, but I've always been the type of GM and player to sacrifice balance in favor of the world feeling more right for me. * *Not related to the treasure thing- I used to know a DM that I played with a few times. If someone couldn't make it to the game, he had their character literally disappear for the session. Not abducted, no interesting subplots, just disappear. And then when the player showed up, the character just reappeared. I ended up not being able to enjoy his games because of things like that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What do you do with the dead guy's stuff?
Top