<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Benefits of Random Treasure</title>
	<atom:link href="http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/feed/" rel="self" type="application/rss+xml" />
	<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/</link>
	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
	<lastBuildDate>Thu, 09 Feb 2012 05:58:40 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Let Monsters Use the Treasure — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/comment-page-1/#comment-77699</link>
		<dc:creator>Let Monsters Use the Treasure — Dungeon&#039;s Master</dc:creator>
		<pubDate>Fri, 16 Dec 2011 03:23:31 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2715#comment-77699</guid>
		<description>[...] Benefits of Random Treasure [...]</description>
		<content:encoded><![CDATA[<p>[...] Benefits of Random Treasure [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/comment-page-1/#comment-4929</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Tue, 20 Oct 2009 13:01:25 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2715#comment-4929</guid>
		<description>@Tom
You make an excellent point. Thanks.

@Mike Shea
The sheer abundance of items available is exactly why I encourage DMs to try and include some random items into the fray. It&#039;s practically impossible to be familiar with everything out there.

@Chris Lee
People forget that we generally play in a magic-rich world (especially if you&#039;re playing in Eberron). When everyone has a bunch of items it often makes each item seem less special. I like your approach that items should fulfill some purpose to the story arc or at least advance the story in some way. It reminds players that even something as humble as a magical elven bow can have important long-term implications.

I like your adage “Give the players an illusion of choice, but the reality is never so.” I think more DMs need to keep this in mind (myself included).

@Norman Harman
I think your memory is excellent and correct. The likelihood of rolling up a really powerful item was remote, but still possible if you just relied on the dice. I&#039;ve known a lot of DMs over the years that forget your last point about re-rolling if they got inappropriate results.

@Rook
I&#039;m with you. I try to have an explanation of how and why &quot;random&quot; items are found in a treasure horde. If the PCs discover the skeletal remains of a soldier in heavy armor armed with a big magic sword, it seems unlikely that there would also be a magic orb or wand. The PCs may never know who this fallen hero was but as the DM I try to think of who it might have been. His items need to make sense. It also gives me room to use this as a story hook later as you suggest.</description>
		<content:encoded><![CDATA[<p>@Tom<br />
You make an excellent point. Thanks.</p>
<p>@Mike Shea<br />
The sheer abundance of items available is exactly why I encourage DMs to try and include some random items into the fray. It&#8217;s practically impossible to be familiar with everything out there.</p>
<p>@Chris Lee<br />
People forget that we generally play in a magic-rich world (especially if you&#8217;re playing in Eberron). When everyone has a bunch of items it often makes each item seem less special. I like your approach that items should fulfill some purpose to the story arc or at least advance the story in some way. It reminds players that even something as humble as a magical elven bow can have important long-term implications.</p>
<p>I like your adage “Give the players an illusion of choice, but the reality is never so.” I think more DMs need to keep this in mind (myself included).</p>
<p>@Norman Harman<br />
I think your memory is excellent and correct. The likelihood of rolling up a really powerful item was remote, but still possible if you just relied on the dice. I&#8217;ve known a lot of DMs over the years that forget your last point about re-rolling if they got inappropriate results.</p>
<p>@Rook<br />
I&#8217;m with you. I try to have an explanation of how and why &#8220;random&#8221; items are found in a treasure horde. If the PCs discover the skeletal remains of a soldier in heavy armor armed with a big magic sword, it seems unlikely that there would also be a magic orb or wand. The PCs may never know who this fallen hero was but as the DM I try to think of who it might have been. His items need to make sense. It also gives me room to use this as a story hook later as you suggest.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rook</title>
		<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/comment-page-1/#comment-4909</link>
		<dc:creator>Rook</dc:creator>
		<pubDate>Tue, 20 Oct 2009 02:48:56 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2715#comment-4909</guid>
		<description>I don’t care what treasure system you&#039;re using, unless you are really inexperienced or really crunched for time, I don’t think you should use what you roll up at face value. The 4e system is very good for a fair and game-balanced result per encounter, but by taking exactly what you (the DM) are given, there is little wonder or whimsy to the PC’s reward.

Personally, I use the 4e treasure system simply as a general gauge for what is appropriate for the party’s level. I am quite fond of crafting in my own treasure bundles based on the campaign, the nature of the encounter itself, the environment and, of course, the needs of the plot and the PCs (in that order). If I do put something in the salvaged loot that seems strangely out of place, there is always a reason for it, whether the PCs ever discover that reason or not. Some are potential plot hooks and others just have an interesting back-story.
.-= Rook&#180;s last blog ..&lt;a href=&quot;http://powerwordblog.com/?p=126&quot; rel=&quot;nofollow&quot;&gt;Playing Good and Evil PCs.&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I don’t care what treasure system you&#8217;re using, unless you are really inexperienced or really crunched for time, I don’t think you should use what you roll up at face value. The 4e system is very good for a fair and game-balanced result per encounter, but by taking exactly what you (the DM) are given, there is little wonder or whimsy to the PC’s reward.</p>
<p>Personally, I use the 4e treasure system simply as a general gauge for what is appropriate for the party’s level. I am quite fond of crafting in my own treasure bundles based on the campaign, the nature of the encounter itself, the environment and, of course, the needs of the plot and the PCs (in that order). If I do put something in the salvaged loot that seems strangely out of place, there is always a reason for it, whether the PCs ever discover that reason or not. Some are potential plot hooks and others just have an interesting back-story.<br />
.-= Rook&#180;s last blog ..<a href="http://powerwordblog.com/?p=126" rel="nofollow">Playing Good and Evil PCs.</a> =-.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Norman Harman</title>
		<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/comment-page-1/#comment-4908</link>
		<dc:creator>Norman Harman</dc:creator>
		<pubDate>Tue, 20 Oct 2009 00:35:02 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2715#comment-4908</guid>
		<description>I don&#039;t remember magic items being so utterly random.  I remember monsters having treasure types with a chance of magic items, sometimes just a couple of potions or a scroll.  I remember many magic item tables with lower probabilities for more powerful items. And I remember DM allowed/encouraged to reroll and treasure that was inappropriate. 

Just sayin.
.-= Norman Harman&#180;s last blog ..&lt;a href=&quot;http://trollandflame.blogspot.com/2009/10/magical-monday-personalized-magic.html&quot; rel=&quot;nofollow&quot;&gt;Magical Monday - Personalized Magic&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t remember magic items being so utterly random.  I remember monsters having treasure types with a chance of magic items, sometimes just a couple of potions or a scroll.  I remember many magic item tables with lower probabilities for more powerful items. And I remember DM allowed/encouraged to reroll and treasure that was inappropriate. </p>
<p>Just sayin.<br />
.-= Norman Harman&#180;s last blog ..<a href="http://trollandflame.blogspot.com/2009/10/magical-monday-personalized-magic.html" rel="nofollow">Magical Monday &#8211; Personalized Magic</a> =-.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chris Lee</title>
		<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/comment-page-1/#comment-4907</link>
		<dc:creator>Chris Lee</dc:creator>
		<pubDate>Tue, 20 Oct 2009 00:33:17 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2715#comment-4907</guid>
		<description>Thanks for the article. Whilst I am quite ambivalent on your suggestion of random loot, I am, however, all for using rewards and magic weapons to tell the story of the campaign. 

I&#039;m a new DM, but I guess I never really faced this problem before. I have been DM-ing ever since 4E saw print, and have tried to follow the rules by the book. In regards to items rewards, while the DMG advises to obtain wishlists from the players - which I did, I never did. My players didn&#039;t care about what items they really wanted, they just wanted to roleplay the game. Which I ask, is to my benefit. Therefore, whatever new magic items that appear in front of them is random, and on top of beefing the characters up, magic items must fulfill at least one of two purposes of mine: 

1. a magic item that is tied to the place that they are adventuring. My previous campaign saw the players venturing into a lost dwarven capital, reliving the scenes of horror just before the climax of the civil war between the dwarves and the greys (duergars). I had magic items in there to reflect the dwarven origin and the spoils of war. The last adventure or two saw the players going through many skill challenges and few combats and therefore they missed about 2 levels of magic items. I reimbursed them in this way, explaining that it was a war between two powerful dwarven clans, and each had their own trove of magic items. It brought out the flavour of the place and got the players really questioning what the heck was an elven bow doing there in the midst of  all the dwarven weapons. 

2). a magic item should be applicable in future situations. As the DM, we run the game. We know the game best. Or at least, maintain the illusion that we do. Our campaigns, our stories drive the itemisation of the characters. If the players gets hint that they will be venturing into the Frostfell, they will most likely not be taking any frost weapon with them. Hence, I will refrain from giving them out. That said, my first function holds more weight to me than the second function, and if it&#039;s just minor, I know my players are able to adapt and get new enchantments on their own. That said, there was once where I did get wishlists and I doled them out dutifully. But I also tailored the campaign to suit that itemisation such that their choice drove forward the story in more than one way. Of course, another DM might just do the complete opposite by driving the story such that the items players chose were obsolete and ineffectual, but I think that&#039;s just mean. 

So that&#039;s my view on magic items. I believe in a little adage about D&amp;D in that: &quot;Give the players an illusion of choice, but the reality is never so.&quot; It just means that a DM has to be at the helm of the ship and be in control all the time, and that&#039;s what makes it so difficult when your players like to take a dip into a sea roiling in a squall. ;)</description>
		<content:encoded><![CDATA[<p>Thanks for the article. Whilst I am quite ambivalent on your suggestion of random loot, I am, however, all for using rewards and magic weapons to tell the story of the campaign. </p>
<p>I&#8217;m a new DM, but I guess I never really faced this problem before. I have been DM-ing ever since 4E saw print, and have tried to follow the rules by the book. In regards to items rewards, while the DMG advises to obtain wishlists from the players &#8211; which I did, I never did. My players didn&#8217;t care about what items they really wanted, they just wanted to roleplay the game. Which I ask, is to my benefit. Therefore, whatever new magic items that appear in front of them is random, and on top of beefing the characters up, magic items must fulfill at least one of two purposes of mine: </p>
<p>1. a magic item that is tied to the place that they are adventuring. My previous campaign saw the players venturing into a lost dwarven capital, reliving the scenes of horror just before the climax of the civil war between the dwarves and the greys (duergars). I had magic items in there to reflect the dwarven origin and the spoils of war. The last adventure or two saw the players going through many skill challenges and few combats and therefore they missed about 2 levels of magic items. I reimbursed them in this way, explaining that it was a war between two powerful dwarven clans, and each had their own trove of magic items. It brought out the flavour of the place and got the players really questioning what the heck was an elven bow doing there in the midst of  all the dwarven weapons. </p>
<p>2). a magic item should be applicable in future situations. As the DM, we run the game. We know the game best. Or at least, maintain the illusion that we do. Our campaigns, our stories drive the itemisation of the characters. If the players gets hint that they will be venturing into the Frostfell, they will most likely not be taking any frost weapon with them. Hence, I will refrain from giving them out. That said, my first function holds more weight to me than the second function, and if it&#8217;s just minor, I know my players are able to adapt and get new enchantments on their own. That said, there was once where I did get wishlists and I doled them out dutifully. But I also tailored the campaign to suit that itemisation such that their choice drove forward the story in more than one way. Of course, another DM might just do the complete opposite by driving the story such that the items players chose were obsolete and ineffectual, but I think that&#8217;s just mean. </p>
<p>So that&#8217;s my view on magic items. I believe in a little adage about D&amp;D in that: &#8220;Give the players an illusion of choice, but the reality is never so.&#8221; It just means that a DM has to be at the helm of the ship and be in control all the time, and that&#8217;s what makes it so difficult when your players like to take a dip into a sea roiling in a squall. <img src='http://dungeonsmaster.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mike Shea</title>
		<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/comment-page-1/#comment-4901</link>
		<dc:creator>Mike Shea</dc:creator>
		<pubDate>Mon, 19 Oct 2009 17:29:17 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2715#comment-4901</guid>
		<description>As a DM, I&#039;m totally overwhelmed by the amount of possible treasure to give out. Even my players aren&#039;t sure what they want until they get it so wish lists don&#039;t really help. I wrote up an article on a treasure system I&#039;m using now that gives players some freedom to pick what they want and still give me the flexibility to give them some unique items.

Like powers and feats and classes and paragon paths and everything else - I&#039;m just overwhelmed with too many options to do much with it. For this reason I tend to use Asmor&#039;s Quartermaster script to randomly generate treasure parcels.
.-= Mike Shea&#180;s last blog ..&lt;a href=&quot;http://slyflourish.com/ration-tracking-system/&quot; rel=&quot;nofollow&quot;&gt;Ration Tracking System&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>As a DM, I&#8217;m totally overwhelmed by the amount of possible treasure to give out. Even my players aren&#8217;t sure what they want until they get it so wish lists don&#8217;t really help. I wrote up an article on a treasure system I&#8217;m using now that gives players some freedom to pick what they want and still give me the flexibility to give them some unique items.</p>
<p>Like powers and feats and classes and paragon paths and everything else &#8211; I&#8217;m just overwhelmed with too many options to do much with it. For this reason I tend to use Asmor&#8217;s Quartermaster script to randomly generate treasure parcels.<br />
.-= Mike Shea&#180;s last blog ..<a href="http://slyflourish.com/ration-tracking-system/" rel="nofollow">Ration Tracking System</a> =-.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swordgleam</title>
		<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/comment-page-1/#comment-4900</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Mon, 19 Oct 2009 17:17:51 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2715#comment-4900</guid>
		<description>@Ameron: Thank you. I hadn&#039;t thought about new DMs - when people talk how it&#039;s &quot;changing the game&quot; it always makes me think it must be long-time gamers, or how is it change? I can understand being frustrated that new people to the hobby are missing out, and never even had the chance to learn what else they can do. 

@Tom: I have no problem with the article. It was just the first few paragraphs that confused me, since he seemed to be implying that 4e was straightjacketing how people handed out treasure by providing options that were different from the options earlier editions provided.</description>
		<content:encoded><![CDATA[<p>@Ameron: Thank you. I hadn&#8217;t thought about new DMs &#8211; when people talk how it&#8217;s &#8220;changing the game&#8221; it always makes me think it must be long-time gamers, or how is it change? I can understand being frustrated that new people to the hobby are missing out, and never even had the chance to learn what else they can do. </p>
<p>@Tom: I have no problem with the article. It was just the first few paragraphs that confused me, since he seemed to be implying that 4e was straightjacketing how people handed out treasure by providing options that were different from the options earlier editions provided.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tom</title>
		<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/comment-page-1/#comment-4895</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Mon, 19 Oct 2009 15:53:49 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2715#comment-4895</guid>
		<description>@swordgleam - This article is about the recommendations in the 4e dmg, it includes advice, people will use it; what exactly is baffling? 

Of course anyone can do whatever the heck they want, including not even buying a single book and making up all your own rules.</description>
		<content:encoded><![CDATA[<p>@swordgleam &#8211; This article is about the recommendations in the 4e dmg, it includes advice, people will use it; what exactly is baffling? </p>
<p>Of course anyone can do whatever the heck they want, including not even buying a single book and making up all your own rules.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/comment-page-1/#comment-4893</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Mon, 19 Oct 2009 14:59:01 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2715#comment-4893</guid>
		<description>@Swordgleam
What I&#039;m seeing and hearing from the players and DMs I talk to is that experienced DMs are getting lazy and new DMs don&#039;t know any better. The PCs provide wish lists and the DMs use only those lists to generate treasure. There&#039;s nothing wrong with doing it that way, but I wanted to remind DMs that they still have the final say on everything in treasure bundles. It sounds like you&#039;ve got a good grasp on the way you handle treasure in your game.

You make an excellent point by saying that you&#039;re &quot;utterly confused by the belief that not having something in the core rulebook means that it is no longer part of the game.&quot; I think more DMs and players need to keep this in mind. The core books are meant as a guideline and players and DMs should feel free to do whatever they feel will improve the game and make things more fun. Great feedback. Thanks.</description>
		<content:encoded><![CDATA[<p>@Swordgleam<br />
What I&#8217;m seeing and hearing from the players and DMs I talk to is that experienced DMs are getting lazy and new DMs don&#8217;t know any better. The PCs provide wish lists and the DMs use only those lists to generate treasure. There&#8217;s nothing wrong with doing it that way, but I wanted to remind DMs that they still have the final say on everything in treasure bundles. It sounds like you&#8217;ve got a good grasp on the way you handle treasure in your game.</p>
<p>You make an excellent point by saying that you&#8217;re &#8220;utterly confused by the belief that not having something in the core rulebook means that it is no longer part of the game.&#8221; I think more DMs and players need to keep this in mind. The core books are meant as a guideline and players and DMs should feel free to do whatever they feel will improve the game and make things more fun. Great feedback. Thanks.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swordgleam</title>
		<link>http://dungeonsmaster.com/2009/10/benefits-of-random-treasure/comment-page-1/#comment-4891</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Mon, 19 Oct 2009 14:25:29 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2715#comment-4891</guid>
		<description>This baffles me. Why is presenting the option of treasure parcels &quot;removing random treasure&quot; from the game? Surely you still own dice. I hear they&#039;re pretty good at generating random outcomes. 

I have no quarrel with your argument that there are both positives and negatives to each way of handing out treasure. I just continue to be utterly confused by the belief that not having something in the core rulebook means that it is no longer part of the game - especially something that the DM does with no input from the players.

I hand out treasure the way I always have - at my whim. Do people really change their style of DMing just because of advice in a DMG? I am honestly trying to understand this.</description>
		<content:encoded><![CDATA[<p>This baffles me. Why is presenting the option of treasure parcels &#8220;removing random treasure&#8221; from the game? Surely you still own dice. I hear they&#8217;re pretty good at generating random outcomes. </p>
<p>I have no quarrel with your argument that there are both positives and negatives to each way of handing out treasure. I just continue to be utterly confused by the belief that not having something in the core rulebook means that it is no longer part of the game &#8211; especially something that the DM does with no input from the players.</p>
<p>I hand out treasure the way I always have &#8211; at my whim. Do people really change their style of DMing just because of advice in a DMG? I am honestly trying to understand this.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

