Page 1058 - Casing the Case

1st May 2018, 6:00 AM
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Casing the Case
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Author Notes:

Newbiespud 1st May 2018, 6:00 AM edit delete
Newbiespud
I have issues with the way treasure is handled in D&D and tRPGs in general, but I've recently had more experience playing regular D&D campaigns, learning 5th Edition and whatnot, and I'm willing to admit it may just come down to a major difference in GMing style. I like giving out A Cool Thing as a reward way more than itemized vendor trash to be hoarded until the next more expensive tier of gear can be afforded, but that speeds up power creep.

17 Comments:

albedoequals1 1st May 2018, 6:22 AM edit delete reply
albedoequals1
Personally, I'm a fan of keeping the players impoverished for the most part, and just scaling down the enemies a bit to re-balance. Heroes seem more heroic when they do their hero stuff with just skill and grit.
Some joker 1st May 2018, 6:36 AM edit delete reply
I bet your players hate that.
Hanzoku 1st May 2018, 7:00 AM edit delete reply
That sort of depends on the class. In a system like Pathfinder, You hurt martials FAR more then you hurt casters, particularly spontaneous casters who basically don't need gear at all to do their thing.
Ol_Stone_Ears 1st May 2018, 7:27 AM edit delete reply
4e has rules specifically for low-item campaigns. Keeps the math working, even if the activated abilities are often missed.
DeS_Tructive 1st May 2018, 2:52 PM edit delete reply
DeS_Tructive
It depends on both game and campaign. A campaign where "retired" adventurers work at city-, state- or nation-level can be pretty interesting, especially since it suddenly gives you easier ways to take away their goodies: "You saved their life, but now your trade partners wonder why you knew to come to a business meeting in full combat gear."
Dragonflight 1st May 2018, 10:01 PM edit delete reply
One of the things we've noticed in Pathfinder is that because of how the magic system has been gimped in many cases, it seems to be designed to force the players to manufacture their own magic items. Gimped spells mean less when you can make them permanent in a magic item, or build one with 50 charges.
Digo Dragon 2nd May 2018, 4:52 AM edit delete reply
Digo Dragon
That way of playing does hurt the martial types of character more than spellcasters as the former are more dependent on items to increase their power than the latter. I was in a campaign that played like that and it wasn't long before two-thirds of the players quit because the lack of magic items made encounters too difficult. There is also a lack of satisfaction because loot plays an important role as the reward for beating the encounter.
Guest 1st May 2018, 6:34 AM edit delete reply
As a player, I'm a picky looter. I don't usually take things that are obviously vendor trash, unless they're unusually valuable or I can come up with some other use for them.

Actually, I feel like excessively powerful magic items take away from the character I made, and I don't plan for certain items when coming up with one. I might make someone who's trying to find some legendary artifact or another for reasons, but if I do it'd be more of an archeologist who doesn't actually plan to use whatever it is, like an Indiana Jones.
terrycloth 1st May 2018, 10:37 AM edit delete reply
Magic items can patch over a lot of bad character creation decisions... at least in 3.5 and Pathfinder. I try to encourage party members to take the ones they *really need*. I'll keep (or impulse buy) quirky ones with fun abilities -- who doesn't want to be able to stone shape at will, or summon 50 cheetahs?

Meanwhile, I save up for the ridiculous stat boosters and other generic crap that makes my character more dangerous. c.c

...none of that works as well in 4e though. 4e equipment is mandatory but there's not a lot of room for it to really improve things beyond keeping you from falling behind the curve. Or maybe I just drowned in the endless reams of useless crap and never found the good stuff. n.n
Discord 1st May 2018, 7:32 AM edit delete reply
Still waiting.
Now this a bit of chaos waiting to happen.
Me stopping chaos is chaos.
Twilight knows what going to the Triple G really means.
A boring party with the stuck ups.
I'll make it so that she warns them about it.
I wonder how those three episodes would go.
Evilbob 1st May 2018, 11:33 AM edit delete reply
Evilbob
It might be that the game ruined you...


Or you might just thinking like a real person who's poor and pragmatic.
Digo Dragon 2nd May 2018, 4:55 AM edit delete reply
Digo Dragon
A little paranoia is healthy for an adventurer.
MooseImperium 2nd May 2018, 7:57 AM edit delete reply
A *little* is healthy? Tell that to my last character. With all 39 of his contingencies, he still go pushed down a bottomless pit full of spikes in the end.
Evilbob 3rd May 2018, 1:45 PM edit delete reply
Evilbob
Sometimes all the paranoia in the world won't help if you don't have luck.

Doesn't matter if you have all the brains, or talent, or looks, or charm, or humor, or guts. Doesn't matter if you ain't got the luck :P
Story Time 1st May 2018, 3:50 PM edit delete reply
The Treasure Chest, in the middle of the room without any trap that could be seen at first view and everyone began suspecting that the DM is going to kill them all when they approach the chest.

Any story like that?
you know that guy 2nd May 2018, 5:26 AM edit delete reply
Numenera does treasure really well. There is a currency, and useful magical items, but most treasure is vendor trash disguised as cool trinkets (much like the trinkets in 5e, but with a cash value).
Bacchante 2nd May 2018, 5:07 PM edit delete reply
Apart from generic stuff my players loot from enemies, I tend to hand out totally unique magic items as rewards which my players then hoard literally forever.