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.