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The Yin Yang and the Treasure 2.
The Yin and Yang of Treasure Division. Had a party argument last game session over loot. I had been hearing grumblecakes from every player about how all the other players were getting more loot – which is kind of absurd.
I instituted a different method of treasure division which would take more effort but would result in transparently equal shares – which everyone hated. They realized they cared more about sharing and keeping things easy, and fixing imbalances later when people spoke up about them. It’s almost as if their DM had that planned all along .
But it did make me think about some things that make sense to blog about. My premise is that treasure division schemes tend to fall somewhere along two axes: how easy it is to implement, and how fair it is. First, some extreme schemes: #1: The King. High ease, lowest fairness. Everything the party gets goes to one player. Haven’t seen this one in practice. High ease, low fairness.
Each game session one player is The King and gets all the loot. High ease, high fairness. Everything gets sold and the money gets split up. But what if the players want to keep some of the magic items? Then we get more complicated.
I’ve seen this used when the players are frustrated with their old treasure division strategy and just want to get back to the fun part of the game. High ease, high fairness.
Everything gets thrown in a pile and lit on fire. I’ve seen it proposed but never carried out. High ease, low- mid fairness. Split up the cash equally, everyone rolls percent dice, highest roller chooses first from the magic item list, then next highest, and so forth. It’s in the high roller’s interest to grab the most valuable item, and then sell or make trades to whoever in the party actually wants the thing.
If he picks the sword +1 because he’s a Fighter and skips the Staff of Doom which is a lot more expensive, he basically just handed his high roll to the M- U. Moderate ease, moderate fairness. Works like High Roll, but you have a list of players and the roll list is kept until everyone has gotten something. For example, if you roll and players 1 to 3 get an item, but 4 through 7 don’t get anything, it’s fine: next loot that comes along is picked by 4 through 7. Only after everyone has gotten a pick do you reroll. This helps fairness because it makes it impossible for someone to consistently roll lowest and miss out on treasure picks because the hoards are never large numbers of items. Low ease, moderate fairness.
This variant on High Roll (or High Roll With List) packages up magic items with money to create more- equal shares before a split happens. Say a hoard contains a magic item worth 5k, one worth 3k, and money worth 7k. Rather than splitting the money and then dealing with magic items, you create three shares: the 5k item alone, the 3k item plus 2k in coin, and 5k in coin. These three shares are then diced for. You still have an issue when players 1- 3 get a 5k share each, and players 4- 7 get nothing, but the next hoard has 1. Generally, it helps prevent people from picking the most valuable share regardless of whether they want to use the item, but leaves some members of the party receiving zero loot from any given hoard.
Moderate ease, low fairness. A less- worthwhile variant on High Roll, this puts every item up for roll.
It’s possible for one player to get literally every magic item in a hoard, and while in the long run it might even out, the experience is pretty negative for everyone when it happens. Because there are more rolls, it takes longer. A proposed variant rarely seen in the wild would be for players to claim an item only if they really needed it, and a roll- off only when more than one player wanted the item. Because magic items can be sold and traded, there is always the temptation to grab some loot that you won’t use. Because of that, the Per- Item High Roll generally feels better when everyone rolls for everything.
Low ease, high fairness. Price out the magic items.
Anyone who wants to put in their 5. GP into the pot in exchange for the item worth 5. After all the magic items have been bought, split up the money in the pot equally. This takes a long time, and only works if the PCs have enough money to do it. If they’re money- poor, such as when they’re just starting out or the item is especially high- value, you need a kludge like a debt to the other players to make it equal.
If two people want to buy out the same magic item, roll off to see who gets the option. Some players may also have a problem with the idea of “paying” for a magic item the party already found (which doesn’t make mathematical sense, but I’m realizing that the feel of a rule has a lot more to do with its success than its precision or odds). Moderate ease, moderate fairness (at best). There’s one dwarf who uses hammers, if we get a magic hammer it goes to him. This works if the treasure coming in is pretty evenly spread among classes.
It’s easiest to apply when the item is restricted (M- U only, or works far better for a Dwarf). It’s hardest to apply when the item is something everyone can use – and in those cases you’re left to fall back on another treasure division strategy.
Common Sense is used a lot at low level when hardly anybody has any magic items, but gets switched out for a different strategy when inequalities emerge. As my group decided, it’s possible to continue with Common Sense and adjust later if it looks like the Cleric is getting shafted, for example by getting everyone else to pitch in to get him a magic item, or someone else giving up a magic item that could go to either player (but giving it to the Cleric reduces inequality), or a general- use item everyone could use going to the Cleric instead. This strategy definitely awards player negotiating skills, and less- confrontational players may get shafted.
After working with Common Sense but without addressing inequalities, I tried Buyout with my group and it flopped. But the ensuing conversation made them want to stick with Common Sense with an emphasis on keeping their ears open and addressing concerns that any PC is falling behind. Related. This entry was posted on July 2.