Giving Wealth by Levels to characters at level up


Advice

Sovereign Court

I'm considering starting running another Adventure Path, not sure which yet, but I know I'll be levelling the players when the AP suggests rather than using XP.

I'm also considering just giving the characters the difference in gold as per the Wealth by Level table at each level up, and would appreciate advice on if it's a good idea/the implications thereof?

I figure since the story tends to level them up at 'boss fights' with treasure anyway, I'm just handwaving the minutiae of loot splitting...

I am also going to say they sell all non-plot-loot to provide for the automatic wealth I'm giving them, but they can by back items they find with that money anytime (similar to how Pathfinder chronicles handle unique loot).

Good idea?


I don't see a reason to do that. Just give them the loot stated in the AP. It's enough for them to reach the WBL.


I've done that and highly recommend it. It's a lot less hassle for the GM, and everybody gets what they want.


Rub-Eta wrote:
I don't see a reason to do that. Just give them the loot stated in the AP. It's enough for them to reach the WBL.

Most Adventure Paths actually put players *ahead* of WBL (under the understanding that the players will want to sell a fair amount of their haul in order to acquire different loot.)

Personally, were I going to go the way you're suggesting, I'd just go with Automatic Bonus Progression instead (which also requires additional work trimming loot from the AP.) In fact, I'm doing that very thing in our upcoming Jade Regent campaign.


Gulthor wrote:
Rub-Eta wrote:
I don't see a reason to do that. Just give them the loot stated in the AP. It's enough for them to reach the WBL.

Most Adventure Paths actually put players *ahead* of WBL (under the understanding that the players will want to sell a fair amount of their haul in order to acquire different loot.)

Personally, were I going to go the way you're suggesting, I'd just go with Automatic Bonus Progression instead (which also requires additional work trimming loot from the AP.) In fact, I'm doing that very thing in our upcoming Jade Regent campaign.

he could just have everything sell for 1/4th the price instead

Dark Archive

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Some of the benefits:

  • You save time by not having to wait for the group to calculate who gets what and how much everything is worth. You get to skip all the rp and ooc debate/discussion related to that.
  • It's easy. All you have to do is follow the table. Done.
  • It's fair. Everyone gets a fair cut.
  • It's fast. Again, all you have to do is go reference that table, give them the difference, and you're done. The biggest time detractor might be pc shopping. That's it.

On the other hand, there are some drawbacks:

  • You skip all the rp and sometimes interesting ooc social interactions that come about from handling loot (or any other activity). It's essentially a missed opportunity to interact.
  • It can feel overly simplistic. hey, you beat the boss, everyone gets 5k gp, see you all next week.
  • Suspension of disbelief can be impaired when things are this automatic.
  • Cursed items, loot you can't identify but wish you could if the caster had a higher int and more than 3 ranks in spellcraft, these sorts of things disappear, although you are dealing with an AP some small aspects may stick around.
  • Everyone gets a fair cut. Sometimes that is a detractor. I role played yesterday and we had 45k in loot and an additional piece of adamantine +3 armor worth around 19k. We gave that armor to a much lower level player (and no one else could use it) and the group split the remaining loot between each other. Obviously, the split wasn't fair. But it was the better choice.
  • Three words: Magic item mart. If you don't like that being the case all the time, then you won't like this. Without a real random loot aspect to work with any longer, pc's will simply buy exactly what they want and need whenever they have an opportunity to spend/use their wealth rather than having those stretches where they must use the resources at hand, like the monk stuck bashing with a +2 vicious greataxe despite not being proficient, because it's the best option available under the circumstances.

I hope this helps give you some perspective. I would advise you choose the best approach based on your group's social needs and play style. Either option works or some combination of loot distribution tactics can work.


Lady-J wrote:
Gulthor wrote:
Rub-Eta wrote:
I don't see a reason to do that. Just give them the loot stated in the AP. It's enough for them to reach the WBL.

Most Adventure Paths actually put players *ahead* of WBL (under the understanding that the players will want to sell a fair amount of their haul in order to acquire different loot.)

Personally, were I going to go the way you're suggesting, I'd just go with Automatic Bonus Progression instead (which also requires additional work trimming loot from the AP.) In fact, I'm doing that very thing in our upcoming Jade Regent campaign.

he could just have everything sell for 1/4th the price instead

Or consider the fact that most groups won't have the opportunity to loot everything stated in the AP.

Sovereign Court

Gulthor wrote:
Rub-Eta wrote:
I don't see a reason to do that. Just give them the loot stated in the AP. It's enough for them to reach the WBL.

Most Adventure Paths actually put players *ahead* of WBL (under the understanding that the players will want to sell a fair amount of their haul in order to acquire different loot.)

Personally, were I going to go the way you're suggesting, I'd just go with Automatic Bonus Progression instead (which also requires additional work trimming loot from the AP.) In fact, I'm doing that very thing in our upcoming Jade Regent campaign.

I considered using ABP alongside and/or separately as I like the concept, but my players don't like the 'one-size-fits-all/none' table... Maybe I should just mod the tables individually for them instead.

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I think it's an excellent idea.

It's quick and easy and super fair and balanced.


If you do this, I would throw in a piece of treasure or two occasionally that a particular player would enjoy. Also just make sure crafting still operates well. Otherwise I think it works nicely. I usually just give the gold equivalent of WBL and the occasional drop that would suit a particular player; most "items" on npcs or monsters are narratively inherent.

It breaks the fourth wall a bit, but it works very similar to your proposed system and permits the occasional fun moment of a special drop, like a rod or particular armor the suits a PC.

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