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General Tabletop Discussion
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"What Do You Mean, They Don't Have Any Loot?"
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<blockquote data-quote="iserith" data-source="post: 7628339" data-attributes="member: 97077"><p>XGtE has a section on awarding magic items over the course of a campaign. There's a sidebar in that section that reveals the expected number of Treasure Hoards the PCs will uncover. You could perhaps base Individual Treasure rolls on those numbers, either following them exactly or by multiplying by some factor then seeding them among your NPCs and monsters.</p><p></p><p>There are a number of random treasure generators you can turn up in a Google search that will give you specific results quickly by CR, based on the DMG tables. As for the desired breakdown you have ("ETA" bit), I would suggest letting go of that. If you're using a random generator, part of the deal with that in my view is that sometimes you get weird results (a street urchin loaded down with gold you say?) and the challenge and fun there is figuring out why that makes sense. This may generate new areas for exploration and adventure hooks.</p><p></p><p>And because one of my posts wouldn't be complete without unsolicited advice: My players have been trained that looting after a fight is pretty much pointless - all the good stuff is found through exploration challenges, not combat challenges (with the odd exception). You get XP for combat and social in most of my campaigns and you get rich by exploration. My substitution for gold after a fight in <em>XP</em>, which I reward <em>immediately</em>, and they can level up <em>straight away</em> if they earn enough XP (since there are no rules about resting being required to level up). That seems to fill the desire for getting "something" to record on their sheets after a fight. Perhaps it might do the trick with your players as well if you're not already doing that.</p></blockquote><p></p>
[QUOTE="iserith, post: 7628339, member: 97077"] XGtE has a section on awarding magic items over the course of a campaign. There's a sidebar in that section that reveals the expected number of Treasure Hoards the PCs will uncover. You could perhaps base Individual Treasure rolls on those numbers, either following them exactly or by multiplying by some factor then seeding them among your NPCs and monsters. There are a number of random treasure generators you can turn up in a Google search that will give you specific results quickly by CR, based on the DMG tables. As for the desired breakdown you have ("ETA" bit), I would suggest letting go of that. If you're using a random generator, part of the deal with that in my view is that sometimes you get weird results (a street urchin loaded down with gold you say?) and the challenge and fun there is figuring out why that makes sense. This may generate new areas for exploration and adventure hooks. And because one of my posts wouldn't be complete without unsolicited advice: My players have been trained that looting after a fight is pretty much pointless - all the good stuff is found through exploration challenges, not combat challenges (with the odd exception). You get XP for combat and social in most of my campaigns and you get rich by exploration. My substitution for gold after a fight in [I]XP[/I], which I reward [I]immediately[/I], and they can level up [I]straight away[/I] if they earn enough XP (since there are no rules about resting being required to level up). That seems to fill the desire for getting "something" to record on their sheets after a fight. Perhaps it might do the trick with your players as well if you're not already doing that. [/QUOTE]
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"What Do You Mean, They Don't Have Any Loot?"
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