JohnF |
1 person marked this as a favorite. |
Wow, my groups are weird apparently.
Not that weird - the method you describe is just about identical to the one we use (which I posted earlier on in this thread).
About the only difference is that if our group is selling things we've just found (especially magical things like scrolls, potions, or rings) our GM often lets us get more than 50% of face value. Because we're running in an AP designed for 4 players, and we're usually splitting treasure 5+ ways, it turns out that to keep the group close to WBL guidelines 75%-80% works out to about the right amount without the GM having to go to great lengths to boost spoils (there's already enough work adjusting the strength of the encounters).
Killstring |
We usually get GP value stuff, honestly. In one of my games, we're very behind the curve in terms of WBL, but ahead of it in average party level and character creation point-buy (25 point buy in Council of Thieves, 5th level party just stomped through the Asmodean Knot) so we tend not to worry about it, as it tends to balance out.
In other games, gear's been so scarce that this barely comes up.
Malafaxous |
Players get what they can use / need. Those that get beat on a lot get first dips at things that boost AC. Those that fail the most saves get resistance items. If they get an upgraded item (such as Nat armor +2 and they already had an amulet) then their previous item us up for grabs.
Sometimes, depending on the greed of the characters (not PCs, but the characters) we will deduct the selling value of the item taken from the rest of the loot.
StarSlayer |
Our last 2 groups worked very well.
Group A) The character who the item seemed to fit the best got it, and passed gear down to other characters. All "sales" ran through the sorcerer who had the best skill and split all loot evenly after the sales day was over.
Group B) More to track but worked well also.
One person kept a running log of all magic and treasure.
As characters claimed or retuned gear the "master list" was updated (so we would always know what we had as a party) As needed we would sell all items that the party decided we didn't need. Gold was split by shares (Each party member got one full share, each henchman got a half share, and a running "party pool" got a full share).
The party pool was for large items or things the full party could use, this was used to purchase a keep for the party to use.
Both seemed to work very well.
As a side note we assign tasks to each person who plays when possible. things like treasure keeper, story keeper (very usefull when someone misses a session), NPC handler/recorder etc.
gnomersy |
Leadership is far more dependent on player ability than character usually I agree.
In our group we do NBG (need before greed) so if you need something you put up your name for it if two people want it they discuss it and see if one can hold out if they both still want it the dice off and the loser gets the next one to come up or first crack at the next item of contention between the two.
If the item is not needed by anyone it goes down a rung and anyone who wouldn't mind using it or having one grabs it aka a spare magic dagger on an archer or dex belt on a wizard.
If absolutely nobody wants it it goes into the party loot bag and is divided into equal shares upon return to a town.
Azaelas Fayth |
Hmm, one of the methods I tried last night was to allow them to trade an item to someone, for up to its full value, for another item, favor, or amount of coin of equal or lesser value. It really helped them in deciding whether or not they should sell a given item. Though they still had to find a person willing to do the trade.