Why is stealing from the Dead so ubiquitous in DnD, Pathfinder, and other D20 games?


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Liberty's Edge

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One of the fundamental assumptions that has been with DnD since the beginning is that the heroes break in to these underground vaults, murder the occupants, and take their stuff. People break these assumptions all the time. But the whole practice of stealing from the dead is immensely common. It even spreads outside of DnD/Pathfinder when DnD/Pathfinder players play games that aren't set in a psuedo-medival fantasy world.

Try pointing this out at your pathfinder game and see all the groans when you insist the party not steal from the dead. You don't see it quite as much in other games, like the new and old world of darkness with the possible exception of DnD immigrants or if they are looking for something specific. My Vampire probably isn't going to rip up his enemies apartment looking to pawn his laptop and guns (which would probably be a terrible idea anyway.) Why is this idea so persistent in a game supposedly about heroes? You don't see the heroes, or even most anti-heroes in other media stripping their fallen foes of all of their possessions to sell.


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The game is based on this.

(Beat up monsters, take loot)

The basic idea is that the monsters don't need the stuff when they're dead.

In world of darkness, progression and power has a different basis.

You're comparing different basic concepts and worldviews.

Dark Archive

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Because adventurers need to fund their adventuring somehow.

The dead have no need of their worldly possessions.


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R. J. Fire wrote:
My Vampire probably isn't going to rip up his enemies apartment looking to pawn his laptop and guns (which would probably be a terrible idea anyway.) Why is this idea so persistent in a game supposedly about heroes? You don't see the heroes, or even most anti-heroes in other media stripping their fallen foes of all of their possessions to sell.

Why aren't your Vampire character selling his guns? I know I did in Bloodlines RPG.


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Shadowrun is all about killing the other and taking their stuff ... bad guys usually have better stuff than the Pcs.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Because fantasy RPGs are molded after a period in our history when to the victor went the spoils (money, shizzle, females, sheep).

The concept of private property of dead people/things demanding respect is a concept of ancient Rome, and it didn't make its' way back into the European culture until first French revolution/Napoleon and later German reception of Roman law in XIX century revived several long-dead concepts, including that taking stuff of somebody you just hit on the head is badwrong.


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But that is just the stuff of legend - you kill the evil monster and take its treasure. That is what Jason did in the quest for the Golden Fleece, as did Siegfried when he slew the Dragon, and Jack when he defeated the Cloud Giant.

Just call it your rightful bounty.


Well generally the idea of grave desecration was removed from Gygax's idea of "good."


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The roots of D&D are in Victorian era thought. I know that sounds weird, but you can even see it in the nonexistent armor types and all that in the original books.

Victorian era archaeology involved traveling to somewhere dangerous nobody really goes, digging around, finding old stuff, getting your low-paid, expendable local hirelings to drag it out, selling the stuff to rich collectors, and retiring a rich hero.

The guy that found Troy actually destroyed most of it on his way down because he expected it to be deeper than it was.

The Victorian era is also the one where the idea of cursed, trapped, haunted tombs and other places began to take root.

Think about it: D&D was originally just that, except the curses and traps were real and the places were full of monsters.

But yeah, respect for the possessions of the dead is kind of a new concept. Just about all the pyramids in Egypt were tomb robbed before the Egyptian Empire fell, which is why it's such a big deal to find one still sealed. In fact, most of the pyramids that still stand were built from rocks taken from older pyramids, because the older dead guys obviously didn't need them anymore.

This was a culture that actually believed the body was important and had to be preserved--they laid out food in tombs so that the spirit of the dead body could eat the spirit of the food--and they still robbed these corpses blind.

The idea of respecting the dead's possessions that we have in modern times, though, isn't actually related to the dead person, it's related to the concept of inheritance. You can't steal from the dead, but you can steal from their closest relative who now owns the dead guy's stuff. That's why most people feel ok looting the corpses of monsters (or savage humanoids like orcs, or creatures from societies that are inherently evil, like drow) because they don't fit into normal society's rules about that sort of thing.

When you loot orc #2, you're not taking money from his son, you're taking money from whatever orc is strong enough to take it and hold it first, which does not feel like a legitimate claim of ownership to us.

Sczarni

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Originally the game assumed that the players would. more often than not, be fighting monsters.

The depiction of orcs as being their own society that favors a warrior culture was originally a subversion-- they started out as bloodthirsty savages with no concept of anything but war. The implication was that any treasure they had, they had stolen from their own kills. You were thus dispensing justice by killing them and re-claiming their plunder.

The ultimate example of this is the dragon-- it lines its roost with mountains of gold and treasure stolen from its victims. The fear of fiery breath and monstrous jaws taking you in the night is why everyone wants the dragon dead, but the promise of first crack at that immense pile of treasure is why YOU want to slay the dragon.

Honestly, Pathfinder is at its core a game about combat, and if your'e not out fighting things, you're not playing Pathfinder. Really it speaks to the character of the average gamer that they're not willing to just go out and fight and kill for the sake of the game-- they have to be bribed into doing it.

Grand Lodge

Adventure Path Charter Subscriber

Looting dead enemy combatants is pretty common.

-Skeld


Part of the difference is that in many other game systems you don't get as much of your personal power from gear. Nor do you grow in power so quickly and thus have the gear become obsolete.

D&D was built around killing monsters and raiding treasure hoards. Much of the real old school styles admit little other motivation. It's moved away from that, but many games in other genres never were there in the first place. The assumption of vast and ever increasing quantities of loot is built into the mechanics of the system in a way it really isn't in Traveller, CoC, GURPs, Champions, Vampire or many other fairly early games.


It's part of the game balance, and accepted in the game world.
If I'm playing Legend of 5 Rings, my Samurai NEVER will take loot from the dead if its not necessary for the plot. But in a game like L5R, the loot is normally not part of the character advancement. On Pathfinder - D&D the equipment is a vital part of the PC (not that I really like it, but it is).


I think the idea that it is based on some prior period's social mores is a bit of a stretch.

I've been playing the game almost from the very start. In the original campaigns the idea was that goblins, kobolds, trolls, ogres and the other monsters you typically fought were essentially ravenous murdering beasts who had plundered anything they had and that it was best to relieve them of anything since they were presumed to have no moral claim to the stuff they had. Especially weapons and armor.

But it's also based on the idea of foraging mercenaries who claim the "spoils" of combat as legitimate reward for risking their lives.

And on top of that there's the long time generally accepted "salvage rules" which can be decently approximated with "finders, keepers". If you don't know who the item legitimately belongs to, you risked your life to recover it and there's no reasonable way to locate the true owner, then it's yours by right. We actually have laws that put that concept into play in most modern societies.

Now, having said that, the "murder hobos" concept that has become the norm for playing these games has taken those concepts and pushed them to the limit, so far that I've seen players claim the goods of enemies after they've seen exactly who those enemies have plundered themselves.

In a recent campaign my druid led the party through an underground dungeon and after clearing out the dungeon and removing the curse placed on the villagers, discovered a huge room filled with incredible treasures. She decided that the only lawful approach to take with the items was to have the villagers take ownership of it and locate the proper owners. The village mayor appreciated this and gave the party a small reward, but otherwise they "lost" almost an entire village's worth of gold. Frankly my character just couldn't live with having that on her conscience.

Dark Archive

Adamantine Dragon wrote:

I think the idea that it is based on some prior period's social mores is a bit of a stretch.

I've been playing the game almost from the very start. In the original campaigns the idea was that goblins, kobolds, trolls, ogres and the other monsters you typically fought were essentially ravenous murdering beasts who had plundered anything they had and that it was best to relieve them of anything since they were presumed to have no moral claim to the stuff they had. Especially weapons and armor.

But it's also based on the idea of foraging mercenaries who claim the "spoils" of combat as legitimate reward for risking their lives.

And on top of that there's the long time generally accepted "salvage rules" which can be decently approximated with "finders, keepers". If you don't know who the item legitimately belongs to, you risked your life to recover it and there's no reasonable way to locate the true owner, then it's yours by right. We actually have laws that put that concept into play in most modern societies.

Now, having said that, the "murder hobos" concept that has become the norm for playing these games has taken those concepts and pushed them to the limit, so far that I've seen players claim the goods of enemies after they've seen exactly who those enemies have plundered themselves.

In a recent campaign my druid led the party through an underground dungeon and after clearing out the dungeon and removing the curse placed on the villagers, discovered a huge room filled with incredible treasures. She decided that the only lawful approach to take with the items was to have the villagers take ownership of it and locate the proper owners. The village mayor appreciated this and gave the party a small reward, but otherwise they "lost" almost an entire village's worth of gold. Frankly my character just couldn't live with having that on her conscience.

My Paladin or my NG Life Oracle would do the same.

My Barbarian or Witch? Heeeellllll no!


Seranov wrote:
Adamantine Dragon wrote:

I think the idea that it is based on some prior period's social mores is a bit of a stretch.

I've been playing the game almost from the very start. In the original campaigns the idea was that goblins, kobolds, trolls, ogres and the other monsters you typically fought were essentially ravenous murdering beasts who had plundered anything they had and that it was best to relieve them of anything since they were presumed to have no moral claim to the stuff they had. Especially weapons and armor.

But it's also based on the idea of foraging mercenaries who claim the "spoils" of combat as legitimate reward for risking their lives.

And on top of that there's the long time generally accepted "salvage rules" which can be decently approximated with "finders, keepers". If you don't know who the item legitimately belongs to, you risked your life to recover it and there's no reasonable way to locate the true owner, then it's yours by right. We actually have laws that put that concept into play in most modern societies.

Now, having said that, the "murder hobos" concept that has become the norm for playing these games has taken those concepts and pushed them to the limit, so far that I've seen players claim the goods of enemies after they've seen exactly who those enemies have plundered themselves.

In a recent campaign my druid led the party through an underground dungeon and after clearing out the dungeon and removing the curse placed on the villagers, discovered a huge room filled with incredible treasures. She decided that the only lawful approach to take with the items was to have the villagers take ownership of it and locate the proper owners. The village mayor appreciated this and gave the party a small reward, but otherwise they "lost" almost an entire village's worth of gold. Frankly my character just couldn't live with having that on her conscience.

My Paladin or my NG Life Oracle would do the same.

My Barbarian or Witch? Heeeellllll no!

Heh, about half of my characters would have done the same, and about half would have assumed the loot was theirs.


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Why?

For the same reason Willie Sutton robbed banks, in the PF etc systems the dead have all the best stuff. If people would just pass their collections of magic items and vast treasuries on to their successors instead of being buried with them, then they could enjoy tombs undisturbed by adventurers. But no, whether it is the King of All Fictonia who insists on being buried with his +5 Holy Avenger on a bed of gold and gems or the evil Kobold Archemage who keeps the Codex of Infinite Planes in her crypt when she becomes a liche, the dead in the game get buried with all the best loot.

Indeed, adventurers provide a valuable service by recovering these resources and reintroducing them into the economy where they can be put to productive use.


I'd find the assumption that people in the past somehow had no conception that it was bad to take dead people's stuff and that we've somehow evolved past that to be insulting if it wasn't so laughable.

Do you really think if one of the early Rockefellers had been buried with millions in gold and jewels thieves wouldn't have been trying to dig it up ever since? Just like thieves dug up the old Pharoah's tombs.

Sure, archeology's scientific approach has changed, but that's as much due to better techniques and knowing how much more we could have learned from the old finds as it is to moral superiority. Archeologists back in the 1800s were driven by a combination of scientific curiosity and personal ambition, just like they are today. The "looter" archeologists still generally brought back the artifacts to museums for display and study. There are still private collectors happy to pay high prices for ancient artifacts, from grave sites or otherwise.

We haven't really changed.


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R. J. Fire wrote:

One of the fundamental assumptions that has been with DnD since the beginning is that the heroes break in to these underground vaults, murder the occupants, and take their stuff. People break these assumptions all the time. But the whole practice of stealing from the dead is immensely common. It even spreads outside of DnD/Pathfinder when DnD/Pathfinder players play games that aren't set in a psuedo-medival fantasy world.

Try pointing this out at your pathfinder game and see all the groans when you insist the party not steal from the dead. You don't see it quite as much in other games, like the new and old world of darkness with the possible exception of DnD immigrants or if they are looking for something specific. My Vampire probably isn't going to rip up his enemies apartment looking to pawn his laptop and guns (which would probably be a terrible idea anyway.) Why is this idea so persistent in a game supposedly about heroes? You don't see the heroes, or even most anti-heroes in other media stripping their fallen foes of all of their possessions to sell.

You might want to check out the looting that was done during WWII, on all sides. Uniforms, weapons, money, anything portable was shipped home, or at least carried, eaten or drank. Governments were in on the looting too. The US is still returning art work stolen during WWII. Note that the US did not return the looted rockets and plans and other scientific items.

Shadow Lodge

I've always wondered why it's ok to loot friendly houses and towns in Final Fantasy games.

Loot off of monsters I get. Loot off of Bad Guys I get (spoils of war). Breaking into a persons house and accidentally killing them while trying to copy/steal a map/ledger/mail and looting them... that's questionable territory. Looting the NPC that the BBEG killed on the docks while surprize attacking you in a busy city, I don't do that usually (when the rogue goes and loots that body after the fight its sometimes jarring).


R. J. Fire wrote:

One of the fundamental assumptions that has been with DnD since the beginning is that the heroes break in to these underground vaults, murder the occupants, and take their stuff. People break these assumptions all the time. But the whole practice of stealing from the dead is immensely common. It even spreads outside of DnD/Pathfinder when DnD/Pathfinder players play games that aren't set in a psuedo-medival fantasy world.

Try pointing this out at your pathfinder game and see all the groans when you insist the party not steal from the dead. You don't see it quite as much in other games, like the new and old world of darkness with the possible exception of DnD immigrants or if they are looking for something specific. My Vampire probably isn't going to rip up his enemies apartment looking to pawn his laptop and guns (which would probably be a terrible idea anyway.) Why is this idea so persistent in a game supposedly about heroes? You don't see the heroes, or even most anti-heroes in other media stripping their fallen foes of all of their possessions to sell.

I have pointed this out before too. In particular, if you have a Lawful Good character stealing stuff off the corpses of bandits. Just because you kill someone doesn't mean their stuff is now free for anyone to take. It either goes to their next of kin or is used to provide restitution for crimes they have commited.

Even in the case of murderous orcs, the orcs likely stole the magical equipment they have and it should go to the rightful owner. If thats not possible, then the items should be sold to provide funds for the orc's victims.

Silver Crusade

I'm hoping Champions of Purity has some options for folks that prefer to avoid grave robbing.


Honestly, in a world that is so structured around magical swag the way D&D land is it would be a minority that thinks that looting dead bodies is wrong when it's so practical. And you can't expect player characters to much of a stand against it when doing so is not only impractical, but they could very well be putting themselves in a dangerous position. Because their enemies certainly aren't going to leave awesome stuff on the the ground. And you'd be a fool to let your enemies walk into combat with twice as many magical stuff because you were a little squeamish.

If people carried around items that were worth more than fully furnished houses with the regularity that they do in D&D, you can be sure people would be looting corpses with much more regularity. And when something becomes frequent people become desensitized to it. The views would change. If people were more likely to have items as valuable as "masterwork daggers" (never mind +1 do dads). What would you expect them to do? Compare the cost of that dagger to the cost of a heavy warhorse with combat training. That dagger will pay for 2 meals a day at a nice sit down restaurant for months. No not everybody is carrying around stuff like that, but the frequency that they are carrying around stuff like that is much greater.

If you want a setting where people leave the dead alone more often, then you'll have to find a system that doesn't go out of its way to reward you for fiddling with the corpses.

Liberty's Edge

The DM in one of my PBPs is handling this pretty well.

We get almost no loot from dungeons and/or bad guys but in exchange we often get rewards or gifts from grateful people we're helping/saving.

The end result is the same but it leaves the game feeling a deal more 'heroic'.

Silver Crusade

It's not always about robbing the dead. What happens when someone dies in a dungeon and their items get left behind because the body was eaten or carried off? I mean you come across the stuff and figure you can put it to good use.


In short this is just the cultural norm for DnD players just like searching doors for traps or searching random empty rooms for secret passages. And since the game revolves around rewarding you for killing s%%* and making those Gold Piece Benjamins so you can get cool items it's to be expected especially after someone tried to kill you. The least you can do is get some free stuff off of them.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Because adventuring and mercenary work is surprisingly parallel. It's a dangerous world, so use what you must.

That, and once i had a player who insisted on never taking items from the dead. It became incredibly difficult to give him rewards and items. It's more of a gameplay thing.


R. J. Fire wrote:
One of the fundamental assumptions that has been with DnD since the beginning is that the heroes break in to these underground vaults, murder the occupants, and take their stuff. People break these assumptions all the time. But the whole practice of stealing from the dead is immensely common. It even spreads outside of DnD/Pathfinder when DnD/Pathfinder players play games that aren't set in a psuedo-medival fantasy world.

Given that most ancient Egyptian tombs were found looted within generations of their being made, I would say this idea has been around for a long, long time.

There is also the point that you have 'right of conquest' from the original concept of chivalry. If you beat somebody in a fair fight, anything they have on them is yours by right.


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R. J. Fire wrote:
Why is this idea so persistent in a game supposedly about heroes?

Because that's how you get all your nice stuff.

/thread


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I find this whole thread funny. If you have watched a family after a grndparent has died, the fighting over money and stuff, then you would know there is no difference between a D&D character and how we as people act today.


One suggestion if you want to discourage looting the dead is to actually give players a source of income. This allows them to continue gaining money for swag and promotes roleplaying, since now the players will put that Profession Skill to use. With Ultimate Campaign coming out with rules for running guilds and stuff, I'd definitely look into that.


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Well this ties into something I posted earlier in another thread. The game wasn't originally about heroes. It was about adventurers out for fortune and glory. While the game had creatures from Lord of the Rings it more closely modeled Conan and other Sword and Sorcery stories. In the Blackmoor and Greyhawk campaigns you weren't heroes trying to save the world, you were exploring the treasure-filled dungeons under an abandoned castle trying to win you're fortune, at least the early part, since after you won you're fortune the game would transition into a different phase, but that's a completely different can of worms. Of course as people started playing it they started to take it in different directions, where some campaigns were more inspired by Lord of the Rings, eventually leading to such developments as Dragonlance and Second Edition, where this was the default. Yet the roots of the game still stuck to a degree.


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In a lot of borderlands we call grave-robbing Salvage. If a previous gravesite isn't under the control of 'civilization', it is fair game. But if you're in a borderland as opposed to a total wilderness (i.e., civilization is providing a reasonably safe base camp for you), you are of course expected to pay a 20% salvage tax to whoever the local lord might be. This salvage tax isn't just expected of tombs you raid but loot in general. In some circumstances, that tax is reduced to 10%---for instance, the borderland in question is heavily beset by enemies from the wilderness and is keen to have adventurers do some attrition, or maybe the lord just likes you and your group. In a few circumstances the tax is waived entirely, as in the lord has asked you to do this and tells you that you can keep all the swag.

What do you get in return for paying the salvage tax...besides tax collectors not looking for your head?
Well, one of the things that the salvage tax is used for is to settle claims by the descendants of the last recognized owners of the loot. Most lords will ask for more of the non-fungible stuff taken in loot as their 20%, as that's the kind of thing that their subjects are most likely to clamour to have restored to them. At least half of the various lords will even do the appraisals and research for you if you ask. They get pretty big status from their subjects when they can actually RETURN something that their parents lost when the old barony was overrun by the 'Great Hatred' of orcs a generation ago. Think about it, many of you have experience with having your house robbed or things stolen. How often have police actually gotten anything back for you?
Another thing you get in return for being honest in your tax-paying is what amounts to indemnification for blowback resulting from your adventuring. You're not a band of murdering hobos and destroyers of the peace in the eyes of civilization if you regularly pay your salvage taxes. No, you are the heroes who avenged our fathers and grandfathers and who restored grandmother's wedding ring to our family to be given to my son's betrothed.
Also, should you find yourself in a bad way and require a ransom, a lord who you've regularly paid salvage taxes to has a strong incentive to ransom you. Beats the hell out of being blinded and chained to turn a grain grinding wheel doesn't it?
If you've got political ambitions of your own, it's also profitable to gain some cred among the lords of the borderlands. History shows they (the marcher lords) very often become the new overlords when its time to replace the dynasty. Marcher lords are usually more sane than those of the more civilized lands also, and tend to remember their friends. Darwin, you see, stalks even the fantasy world, handing out his 'awards' rather liberally.


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ewhm has some very good and historically supportable points. Even today that's how many "advanced" nations deal with maritime rcovery from unknown shipwrecks or finding a chest full of coins.

And even when the wreck is known, such as the Titanic, salvage laws allow for significant profit for the salvagers.

And before we hold Tolkien's "heroes" up as paragons of virtue in this regard, Gandalf and Thorin had no issues taking Glamdring and Orcrist in spite of the fact that the near immortality of elves pretty much guaranteed that there were living heirs to the King of Gondolin and Orcrist's original owner. Yet not only did they make no effort to return them, Elrond essentially blessed their ownership through right of discovery or some similar concept.

All of the hobbits (including Frodo) took ancient daggers from the Barrow Downs, and of course Sting came from the same loot pile as Orcrist and Glamdring and nobody once suggested returning the One Ring to it's clearly known rightful owner...

Part of this is the whole concept of adventuring in mortally dangerous areas where you need all the help you can get. Nobody complains when the hero of an action movie jumps in the nearest car to rush to the location of the ticking nuclear bomb.

To me the real question isn't so much "should heroes loot their dead enemies" as it is "once the heroes get back to civilization, how do they deal with their loot then?"

I've already used the example of my druid handing over a literal room-sized treasure hoard to the Mayor of the local village. I've also had my characters search for any identifying marks on items they recover in the adventure and attempt, within reason, to return them to their owners. In many cases in our games adventurers are required to pay taxes, sometimes up to 1/4 of the value of the looted items.

There actually is some rich role playing fodder here for GMs who care to make use of it. In one campaign I had an amulet recovered in a loot pile belong to the captured, tortured and killed princess of the local kingdom. The amulet itself had little value but the King and Queen valued it highly and rewarded the team handsomely for recovering it and providing news of their daughter's unfortunate demise.


Yes, Elrond waved his 20% cut---even helped identify some of the magic items. But then he and Gandalf were old friends and Rivendell only very very loosely exerted any control over the area where they got the swag.
My experience with players is once they get over the notion that taxes exist and they're expected to pay them, feeling like they're an organic part of the world and its society and economy tends to help them get more into character. A bit of verisimilitude helps to keep the powergaming impulses tamped down to acceptable levels.

Shadow Lodge

mplindustries wrote:
When you loot orc #2, you're not taking money from his son, you're taking money from whatever orc is strong enough to take it and hold it first, which does not feel like a legitimate claim of ownership to us.

Well, the PC is the guy strong enough to take and hold orc#2's stuff first. So he has a legitimate claim of ownership.

Feral wrote:

We get almost no loot from dungeons and/or bad guys but in exchange we often get rewards or gifts from grateful people we're helping/saving.

The end result is the same but it leaves the game feeling a deal more 'heroic'.

This isn't a bad idea. My group tends to get a decent amount of loot that way, and then a good chunk of the rest from hoards that had no living claimants.

While I can see "providing restitution to victims from the dragon's hoard" as a worthy cause I also think that the gold will probably do more good equipping the heroes who will go out and defeat the next monster that tries to destroy the town.


Adamantine Dragon wrote:

ewhm has some very good and historically supportable points. Even today that's how many "advanced" nations deal with maritime rcovery from unknown shipwrecks or finding a chest full of coins.

And even when the wreck is known, such as the Titanic, salvage laws allow for significant profit for the salvagers.

And before we hold Tolkien's "heroes" up as paragons of virtue in this regard, Gandalf and Thorin had no issues taking Glamdring and Orcrist in spite of the fact that the near immortality of elves pretty much guaranteed that there were living heirs to the King of Gondolin and Orcrist's original owner. Yet not only did they make no effort to return them, Elrond essentially blessed their ownership through right of discovery or some similar concept.

Actually, it's more than that. IIRC, Glamdring was the sword of the Lord of Gondolin in the first age. Elrond was the son of Earendil, son of Tuor and Idril Celbrindel, daughter of Turgon, Lord of Gondolin.

If anyone was the rightful heir of Glamdring, it was Elrond. Of course, that would also mean he had the right to dispose of it, and less certainly of Orcrist and Sting, as he wished and, being Wise, he may have known that Gandalf had more need of it. (How much of that Tolkien had in mind when he wrote that scene in the Hobbit is open to debate.)

Frodo does suggest at Council that the Ring belongs to Aragorn as Isuldir's Heir, but Aragorn refuses it. Obviously, no one was going to offer to return it to Sauron, from whom it was rightfully, if foolishly taken by Isuldir "as weregild for my father, and my brother".


thejeff wrote:

I'd find the assumption that people in the past somehow had no conception that it was bad to take dead people's stuff and that we've somehow evolved past that to be insulting if it wasn't so laughable.

Do you really think if one of the early Rockefellers had been buried with millions in gold and jewels thieves wouldn't have been trying to dig it up ever since? Just like thieves dug up the old Pharoah's tombs.

No, if Rockefeller was buried with his stuff, people would totally steal it. I think you misunderstood me.


mplindustries wrote:
thejeff wrote:

I'd find the assumption that people in the past somehow had no conception that it was bad to take dead people's stuff and that we've somehow evolved past that to be insulting if it wasn't so laughable.

Do you really think if one of the early Rockefellers had been buried with millions in gold and jewels thieves wouldn't have been trying to dig it up ever since? Just like thieves dug up the old Pharoah's tombs.

No, if Rockefeller was buried with his stuff, people would totally steal it. I think you misunderstood me.
So, why did you say
Quote:
But yeah, respect for the possessions of the dead is kind of a new concept. Just about all the pyramids in Egypt were tomb robbed before the Egyptian Empire fell,

How is "respect for the possessions of the dead" different now, if we'd do the same thing today?


Because heroes will put it to better use. If there is a mighty adamatine vorpal blade resting in a tomb that can slay the rampaging Jabberwock, you bet that hero is going to take that sword. What does the dead guy need it for?

We quite literally knows what happens after we die in Golarion. You don't get to take material belongings with you. So, do you let Jabberwock murder everyone or do you take the blade.

I'll make it easy for you. You take the blade.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

In Pathfinder/D&D part of the expectations of power levels includes a certain threshold of loot/equipment.

Contrast to Mutants and Masterminds, which is a superhero simulator with a different power level and accumulation expectations. You don't loot the villain when you defeat him, except maybe to put the giant penny in your batcave.


DM_aka_Dudemeister wrote:

In Pathfinder/D&D part of the expectations of power levels includes a certain threshold of loot/equipment.

Contrast to Mutants and Masterminds, which is a superhero simulator with a different power level and accumulation expectations. You don't loot the villain when you defeat him, except maybe to put the giant penny in your batcave.

Well maybe if superheroes looted the villains more often they wouldn't end up in prison with all their gear in a convenient unlocked store room next to their cell.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Respect the genre conventions!

Liberty's Edge RPG Superstar 2013 Top 16

In D&D/Pathfinder, loot is both A) a reward mechanism and B) an advancement mechanism.

In other words, players get loot as an incentive when they succeed, and if they don't, they don't grow in power at the normal rate.

A + B = loot badguys and take their stuff.


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R. J. Fire wrote:
But the whole practice of stealing from the dead is immensely common.

Nonsense! There's no such thing as "stealing from the dead", because the dead can't own things or have possessions!

Or, at least, that's another perfectly valid viewpoint. It happens to be the one I hold in real life. Although, in a world with liches & vampires, I might hold a more nuanced view of who is considered "dead".


thejeff wrote:
So, why did you say
Quote:
But yeah, respect for the possessions of the dead is kind of a new concept. Just about all the pyramids in Egypt were tomb robbed before the Egyptian Empire fell,
How is "respect for the possessions of the dead" different now, if we'd do the same thing today?

I guess it came out a little jumbled, but the difference is the idea that my stuff belongs to someone else when I die. So, Rockafeller wouldn't have his possessions buried with him, because they'd go to his descendants.

My main points were about the introduction of universal inheritance and property rights and the Victorian mindset D&D was written with.

Grand Lodge

This is a fun discussion to grab popcorn and sit watching. The talk back and forth about "what modern people would do", the talk of game mechanics.

A fun read, all in all.

In my mind, taking an enemies things is a game mechanic, pure and simple. D&D/PF is a system built around the concept of "You suck, go learn and get better gear."

Giving a brand new character the best gear ever made will unbalance a game as surely as giving a group who challenges the gods a pile of rusty swords. The +5 Sword of Awesome is only around because the system allows it, and the adventures are "balanced" so the players need it.

If you're running a home game, not a published scenario/module, you can completely play in an L5R style. "The sword you start with will last your characters lifetime."

If you don't want your game, or character, to constantly fall into the Fight -> Loot -> Fight -> Loot spiral then don't. Find a way to break out. "I'm afraid the dead goblins spirit will haunt me." "I won't touch the dead, they are unclean." "Sarenrae provides everything I need."

It's your role-playing game, have fun with it.


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As someone in one of my play groups likes to say "I'm broke,lets go kill something"


I feel like I want to chime in here, but most of what I have to say has already been said. I'm just gonna comment on the one thing I saw that I found most relevant.

*It's not about whether you take the loot, it's about what you do with it.*
Absolutely. Taking the hoard out of the bandit's lair is perfectly reasonable - what're you gonna do, leave it there for the next people to come along? The question is, do you know where it came from? Because that's when you've got a reasonable choice to make. You can return it for a reasonable fee, give it back out of the goodness of your heart, or keep it as your just reward. From here, it's a question of your character's morality. But just leaving the stuff sitting around amongst all the dead bandits? I'm not even sure why that's even a question.

The way I see it, if you decided to kill them in the first place, then these probably aren't people you think the world of. I certainly wouldn't think that stealing their stuff is more objectionable than murdering them, would you? I guess the point, to me at least, is that it matters more what these folks were doing when they were alive. From there you can make your moral stand, one way or another.

Stealing from tombs or graves and the like is a different issue. If you're raiding the ancient sepulcher of a mad tyrant, who once tortured and slaughtered indiscriminately, I'd say thief away. On the other hand, if you're invading the holy crypt of Saint Whats-his-face, I think maybe you're on less stable ground.

I've played many a character who wouldn't be comfortable hanging on to the long-discarded gear of a former great hero, found in the aftermath of a battle with a dragon. Of course, I've also played a few who wouldn't particularly mind stealing the hero blind in person, let alone when somebody else already got around to it. It's all about the people you're pretending to be, and not some inherent goal of the system.

I suppose the only real question I see here is a role-playing one: There's shiny stuff lying about after a battle. Would your character pick it up? If not, that's not a flaw of the system - it's the way the world (ANY world) works. You can use the loot, or leave it there, but then you have to deal with the consequences of not having that magic sword later on.


Does anyone recall Geraldo Rivera trying to find Al Capones Vault and only finding an old coke bottle on live TV? Do you think if they HAD found riches that they were going to return the stuff to the heirs of Al Capone??

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