Treasure Split


Advice

Sovereign Court

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Our group has been having an ongoing discussion about treasure split, how it should be done and how un-fair it seems to be.

What ends up happening is items get found, people that can use them claim them and someone feels like they got left out.

If we have any items no one wants or claims and mundane items and gold, silver, copper, etc, all of this gets divided by the party.

In this case we have 6 - 8 players in a typical game. Some of those players where not there the entire game, yet feel they got slighted treasure.

So the question, how does your group divide treasure and not have hard feelings?

This has always been a sore issue with every group I have played in as someone always feels they did not get as much.

Liberty's Edge

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In short, we divide treasure and not have hard feelings because we are all friends and get along with each other. :)

That said, our parties always give the item to whomever we think gains the most benefit from it, or rather to whomever can use the item to the parties best advantage. If someone isn't there for a session their character still gets an equal share of the loot. We try not to penalize players for having a life away from the table. Life happens.

When a character no longer wants an items such as when the fighter with a +1 longsword finds a +2 longsword, the unwanted item is sold and the money is divided among all the players. If another character wants the item instead (maybe the elven rogue is still using a masterwork longsword), then the fighter in this case would give the item to the rogue. When the rogue found something better the item would be sold for party treasure.

This method maximizes treasure (by not selling useful loot for half-price), maximizes party effectiveness, and keeps someone from getting to wealth imbalanced.

An example of wealth imbalance would be a party with one arcane caster who gets all the scrolls, wands, staff, etc. for arcane caster, but then just sells them to buy whatever she wants. If this arcane caster has decided she isn't going to use that Wand of Arcane Lock that has been on her character sheet for several levels, it reverts to party treasure.

I think I have belabored the point enough and have probably succumbed to a murder of ninjas by now.

EDIT: Hey, no ninjas!

Grand Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Usually the groups I'm in will give the magic items we find to whoever can make the best use of the item. We sell anything leftover and divide the money up equally with one extra share set aside as a "party fund" to pay for Raise Dead spells or other expensive material components.

The party fund is managed by the cleric and is in the form of diamonds rather than coins.

Sovereign Court

In the past both methods posted where how it was done. But with new players, comes new feelings on how it should be done.

If the Fighter has a +1 mace and the Cleric the Masterwork, before selling the +1 the Cleric got next rights. Now If the party agreed in whole to sell the mace and to buy something better, the person selling it took his treasure and the sell to buy the item

In the past we had a player that was always bugging the rest of the party for their gold so he could go buy something that he could use. Yes it might benefit the party, but in most cases it benefited him. When players refused, he got mad and pouted. But the sad thing is it was never done in reverse. if someone needed treasure to get something he refused saying he was saving his treasure up.

Thanks for the 2 inputs so far

Liberty's Edge

In education we call this special cause (as opposed to general cause). It sounds like there is nothing wrong with your system, you just have a player that needs to be reasoned with out of game.


i recently started a game where the GM makes a list of all the loot and we then roll percentage dice with the highest roll having first choice. Its a fair way to do it, but you could have one guy that rolls really well all the time and gets the best gear. But even with this method there is a need > greed factor.


Add up the sale (half) value of all items, split that amount out, players buy the treasure at half value with the split number they were given. Unpurchased items are sold and the actual gold is split up and given to match everyones remaining unspent value.

Alternatively, dock every 10% immediately for a party fund.


We vote for who can best use an item. Some are obvious, others not so much. This also becomes harder if for example you have two barbarians in the same party. We tried to make sure that no one was getting short changed in the long run.

If an item was awarded out of the party loot, when someone got an item that was better than the one they had, they had to return the item to the party loot, either to give to another player or to be sold for party funds. They didn't get to pocket the money for an item they were given.

This does rely on the players being fairly mature and the GM making sure there is an even distribution of types of magic loot, but that can probably be said of most schemes.

I've seen the dice for first pick. Eventually, this should even out, but try to tell that to the barbarian who just saw his +3 greataxe sold to buy that swishy elf a headband of alluring charisma +3. The party also saw it's total loot decrease by 9000gp, because the the barbarian could have used the axe as is, without having to sell it at half value.

You also have a problem with a large group and people coming and going during the game, those also really complicate matters. You're more likely to have have two people crave, and deserve, a particular item. What if the barbarian isn't around when you find that perfect greataxe. Does that mean he should be denied a useful magic item.

I've tried more complicated methods but no one seems to agree on those either. One thing you could try is to have everyone calculate total wealth occasionally and make sure no one is one or more levels behind. If they are perhaps give them a double share of cash. But even that is problematic because sometime you want to keep obscure but expensive items.

I really wish I could tell you an completely fair method that won't involve a lot of record keeping.


we have had loot whores but for the most part.

we get loot.

who ever can best use it gets dibs.

hands down what ever they have that some one else can use.

if that last person with a +1 sword now has a +2 he is free to keep or sell the +1 and keep the cash.

why? because micromanaging that is pretty petty and besides... he just passed on the +2 item so maybe he can use the sell cash to bring himself up to par with the rest.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Lastoth wrote:
Add up the sale (half) value of all items, split that amount out, players buy the treasure at half value with the split number they were given. Unpurchased items are sold and the actual gold is split up and given to match everyones remaining unspent value.

The above is what my groups have pretty much always used.

During the adventure, the magic items are "loaned out" to the PC that can make the most of it. But after the adventure, or when there is downtime to sell off items, things done as indicated above.

Consumables are party pool items, used up as needed.

When the treasure is divided up, the party get's a full share (if not more), mostly for upkeep and consumables (like wands of cure light wounds).

Once an item has been bought, it belongs to the PC, who can do what they want with it. If another party members needs it, it is usually sold to them at half cost.


I deal with this on a regular basis, try not to let it bother you too much.
My current character has less than half of the wealth-by-level of a 7th level PC, while some of the other players have newer characters with double or triple that wealth, because characters get generated at a higher level.
I'm thinking of retiring or killing off my much loved character to even the income scales.


It looks like most of us are doing it the right way. Treasure has always been taken on an as needed basis. One or two battles may yield the fighter more treasure or items that the rest of the group. The next two battles might favor the wizard or rogue. No big deal, it all evens out. It sounds like you have a pouty child that wants everything all the time. Put him in a time out and explain the strategies that everyone seems to be using.

You can't please everyone all the time. Also, using diamonds (to raise dead or ressurect) instead of coins is an awesome idea. I will incorporate that in tonights game!

Scarab Sages

I fixed this problem as a GM by making all rewards cash only. Only making exceptions for plot-specific items.
Boring maybe, but definitely fair.


My group always do loot splitting in game so it can be different each time. Once the party leader was a very hands one kinda guy so he handed out loot to each character and knew exactly what each person had. Another ( and most times)the party talked about each item and who needed it most. usually loot is sold that isn't needed and split among the party. Items that no one is using is put in party treasure and then sold and divided.


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There is basically three good ways to split loot, then one poor way.

1. You add the total value of all the loot(when sold) and divide it all evenly. People can take items from the loot and the sell value is subtracted from their share.

2. People take items they can use, with people who have the least items or hasn't gotten items recently getting first choice. Then you divided all gold evenly. Some people will get less items, but they will get first choice when it comes to items like cloak of resistance that everyone can use. So it kind of works out. If you get less specialized items because you don't use weapons or armor, you will get more general purpose items.

3. Everything is party loot. People take out what they can need and use, and when they are done with it, it goes back to the party loot. When in town you divide up all current loot evenly and give everyone an equal share then start over again. You do lose track of some of the items this way, especially if people use an item for a long period of time but it is generally not a big deal since the item is still being used to help the party.

4. People just do whatever they want. Either having no system at all or free for all style. This one is the worst. You don't want to do this one.


Treasure split can be done in 2 ways :
- magic items are given to PC who want them, if several PC are after the same item, they negociate to see who get it. Weaker items are put back in the treasure. At the end, all remaining items are sold and money is divided equally.
- no treasure split. Items are given to who needs them the most, money is not divided and if someone needs 1 specific magic item, he has to speak everyone so that we get it crafted.


In my experience playing with that many players creates all kinds of shortages, Loot being one of the most mechanical. I would say, not knowing anything more about your group than you have posted, that the GM should increase the amount of rewards received overall.

Your initial post suggests that there is a subset, possibly rotating between layers, who feel unfair loot is given. In gaming i include the idea that "if someone is asking for attention, someone should probably pay attention to them." If the consensus is loot is unfairly divided, make it more divisible.

If however your problem is more a specific subset or just one person out of many, and this problem is causing strife among the others, it may be time to trim the fat of the group. Or not, the above adage can be quite applicable if you are in fact overlooking someone. It happens sometimes, and i remedied it the next loot drop. (For an Ancient Azlanti tomb there sure were a lot of Halfling-sized-Bard-relevant equipment.)

I've dealt with both and in both examples, both solutions worked. When everyone complained about bad loot, more loot overall fixed it, even if it was just things they would have bought anyways, or wouldn't think to. (A few potions of Blur, True Strike, and Invisibility seem to go a long way in shoring up the loot list.)


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Guys I think we can leave this thread back in 2012, where it originally died.


IMHO, you have two problems, treasure split and people not showing up to games.

Note: We generally write some type of contract saying the following for everyone to sign.
Note 2: When adventuring the best person who can use the item gets to use it until it is time to divide it up later. If it is a charged item then the group has to agree to the person using it and abide by the users decision to use charges.

Treasure Long Version: (because it is the easiest of the two):
1) Divide up treasure into magic items and other loot.

Other loot:
2A) Does anyone want to buy any of the loot? Sell for what we cold get for it.
2B) Sell off other loot for what we can get and divide up amongst the group equally.
2C) Things we cannot sell and or things we decide we should be able to get more for somewhere else we carry with us to sell later (ie we just cannot sell everything in every town for the best price no mater what the book says.)
2D) Pay off party loans (see 3A1) and 3A2) )

Magic Items:
3) Divide items up into two groups, those that people absolutely want and those that people will take. Note sometimes we divide it up into three groups, personal, party and might want.
3A) The items that people want if more then one person wants it then a roll off occurs and the person who wins the item pays its gp value to the party. (note you can also do 1/2 gp value or some other value depending on your game, group and treasure split)
3A1) If the person does not have enough gp to cover the item then the group decides if they want to extend the person a loan for the item. Note: if a roll off occurs and the party does not want to extend a loan to the person the next person in the roll off goes through the same process.
3A2) If a person has a loan from the party then they have to pay it back during the next treasure split if able or get another loan from the group at that time. (ie a unique item comes up during the next treasure split and the group agrees that the one person who owns them a ton of money should have it, so they extend the group loan.)
3A3) Other magic items that are not have to have items and bought and sold as necessary.
3A4) Sell magic items to other players in group if warranted.

Treasure: Short version
1) Divide treasure into magic and other
2) Sell other
3) Convert magic items into gp vale and sell to group members

problem #2:
This is a tough one and I have seen various ways that different groups deal with it. But generally each case has to be tailored to your individual group and its problems. For example there a two different extremes, the first is where a person misses almost all of the games and then gets the best items because they roll well and the second is where a person misses the one game where you divide treasure and looses out on items that would be a perfect fit for their PC.
As I have said I have seen a number of ways to deal with people not being present but I think the best is to record who was at the adventure for what treasure and they get first dibs on those items. The other way I have seen it does is a prorated system in which the person who was not at the game lost out on a % of the goods since they were not there and that % went to the others in the group.
But I think the best way varies a lot from group to group and play style to play style. No matter what the contract should be made clear before the start of the adventure to the PC's so they know what consequences their failure to show at the game has on their PC. (The last few games I have played in and ran we simply did not play if a person could not make it which solves most of this problem but also resorted in missing games occasionally do to life.)

MDC


Money, and the equipment is buys is a big part of character viability. Since everyone having a viable character is pretty necessary for the game to be fun, it makes sense to make sure everyone has the same amount of money. In my opinion, this should trump things like missing a session or stuff like that.

A short term deviation (the Paladin gets the lion's share this time because we found a holy avenger) is fine, but it should be corrected as soon as possible (i.e. if we keep giving all the best gear to the Paladin everyone else probably isn't going to have a good time, the Paladin needs to suck it up for a while).

The exact mechanics of how you do this don't matter a whole lot. In my games sometimes it varies from party to party, for example a more 'noble' group will usually have part of the treasure go to a group split to purchase things like consumables, emergency resurrections, etc. while in a more selfish party their won't be a group treasure and everyone has to provide for themselves.

In any event, we almost always do the assume the value of everything as if we sold it, offer to sell items at that price to party members if they want them (discuss it out or random decide who if more than one) and then make sure that everyone gets an equal share. IOUs extended if the group agrees, is more cooperative etc. etc.


In our group the person with the lowest total character wealth (the cost of the items and money he has) gets first dibs on the item and then the rest of the group (with those that have lower total character wealth getting an advantage). If no PC wants it - we sell it and split the money.


Pretty much the common sense things everyone else has said.

If you find a Cloak of Resistance +1 and need to decide who gets it, you give it to whoever has the worst saves in the party.

Is stuff like this entirely RP and realistic to your adventuring party? Probably not, but it's entirely needed to prevent your game from falling apart.


IceniQueen wrote:

Our group has been having an ongoing discussion about treasure split, how it should be done and how un-fair it seems to be.

What ends up happening is items get found, people that can use them claim them and someone feels like they got left out.

If we have any items no one wants or claims and mundane items and gold, silver, copper, etc, all of this gets divided by the party.

In this case we have 6 - 8 players in a typical game. Some of those players where not there the entire game, yet feel they got slighted treasure.

So the question, how does your group divide treasure and not have hard feelings?

This has always been a sore issue with every group I have played in as someone always feels they did not get as much.

This is a deceptively easy problem to solve. The liquid assets and how you divide them is fine.

Magic items should be divided randomly. If an item comes up that is usable only by one class/race/religion, then that particular character gets it, end of story. Anyone who argues about it is just being a dick and should be told to quit b+$*~ing or ejected from the game. Problem solved.

When items come up that can be used by anyone (Boots of Striding and Springing, for example) and everyone wants it, everyone rolls a d20, highest roll gets it (reroll for ties). No bonuses to the roll, none of that crap. Simple number on the die.

Now, here's the kicker. The person who won the toss, isn't allowed to roll for another magic item until everyone else has gotten an item. So, eventually even the people who weren't there, will be left with some sort of item.

Yes, I know this can cause it's own problems, such as 'Well, that item is cooler than mine'. This is, unfortunately, something that can't be helped, but randomly rolling for items is the best way to absolve any guilt. It was up to the dice, not a particular player.

And if you have a player that is the only one that can use something, he is automatically banned from rolling for anything additional on the grounds of, by process of elimination, he already technically won the toss. If your players are even remotely understanding, this should solve most of your problems.

It's the method I've been using since Advanced Dungeons and Dragons and still employ today and haven't had a single problem with it.


We usually roll a d20 to determine who gets to pick in what order, highest goes first.
It is a fair system and everyone has a shot at an item he would really like, even if it may be more beneficial to someone else. Even other players than the wizard would like an extra INT point if it means another skillpoint/level.
Nothing hinders us at trading with each other, too, or simply handing an item to someone (with the understanding that you now have an IOU).We have occasionally skipped the whole thing and just decided as a group who gets what, if we found only one or two items, too. The relative power and options of the characters, personality and such are usually a consideration then.
If someone gets an upgrade to an item - say cloak +3 to cloak +4 - someone else who hasn't got a +3 cloak yet will get that one handed down (unless the original owner still has a use like a follower).

I can expect to get any and all scrolls for example, since I have the highest UMD and am usually free and able to use them. I won't get considered for high level weaponry, since I never go into melee, either. Armor will most likely end up with the martials, but shields are all mine...nobody else uses them. The better stat items are greatly desired by all and always go by roll :)

Scarab Sages

Dave Justus wrote:
Money, and the equipment is buys is a big part of character viability.

Very true, this.

Personal suggestion is to allow PCs to handle who gets what on their own.

As for loot, CRB has a table of character wealth per PC by level. As GM, I suggest trying to make it so the party's wealth averages to the individual character wealth multiplied by the party size. Doesn't need to be exact, but gives a general number of how much loot players should have access to.

For example, a party of 5 characters with 2nd level each, should have a total value of about 5,000gp. Regular NPCs should be included in this calculation, but class feature NPCs (like familiars or companions) should not.

If the party incurs major expenses, like the 5000 gp diamond dust required to raise dead, they should be given opportunities to regain that gold, so their overall wealth remains at the average. That doesn't mean make it free or easy, but you could allow the PCs to spend a year doing day jobs (or other petty questing) so as to get their gold back to a manageable level. Or you could just create one or two big extra random encounters with valuable loot options.

I will note that if a party member dies or quits the party, this can create issues maintaining average wealth for the party. You could have the party hire the new PC, or you could start the PC with no gear, or you could just create an "unrelated" encounter that was very expensive for the party.


Right now we're working on doing the 'gear counts at sale value for your loot' method, even if it's things that only one can use. We've rarely had loot arguments (one of which was a fun roleplaying moment), but otherwise it's not a major thing.

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