I just wanted to say how much I appreciate all of your videos being clearly time stamped. It makes the information so much more digestible and easy to reference back to later.
Treasure is a core gameplay loop/mechanic. Adventurer starts with resources. Travels spending some of those resources. Uses abilities in combat. They acquire new/more resources. Repeat ad nauseam, until "win" conditions is met.
Interesting stuff, and I admit I do find it weird when I put a character's preferred item into the game at some point. What I'll often do is at least tweak that item to give it an additional feature related to its history, to make it seem less character-specific.
I’ve been DMing for decades & I’m still pretty bad about awarding treasure & magic items… I do it a little bit & thankfully my players aren’t mad at me or anything, but I definitely need to get better about dishing out the cool rewards more often.
I'm a big proponent of giving low level parties incredibly powerful magic items (usually just one). I think people are afraid of doing this because of "balance" but yall are missing out on giving a first level party a Staff of the Magi and just not telling them what it is. Players are very motivated to figure out how it works. Then if they use it too much people are gonna come try to take it, dont use it enough and people might get hurt. The adventure writes itself.
I struggle with the idea of handing loot out in games like 5e or PF2e when the PCs just magically get more powerful. Loot then seems to just be a vehicle to stab others with.
Same. I like my players having fancy houses and airships and a ton of cool items. They can only attune to 3 at a time no matter much loot they have in their vault
It's an important part of the early versions of the game and can provide really useful motivations for characters beyond story-based motives, which may not fit every character or may be a way to hook in characters to the story later. This is one reason I think the fact that they didn't put in things like masterwork weapons (though they did for armor) was such a missed opportunity at least up into T2. After a while there's nothing to spend money on!
I just wanted to say how much I appreciate all of your videos being clearly time stamped. It makes the information so much more digestible and easy to reference back to later.
Give loads of consumables and a few permanents. Scrolls, potions, limited use items are great 😃
Consumables are indeed great, especially if you allow for potion usage as a Bonus so PCs actually have time to use them.
The most powerful advice presented is in generating treasure awards _before_ the session. Treasure is especially important for levelless TTRPGs.
Even better is when you do, you can give it to your baddies.
Mwahahahaha!
This is the advice I have waited years for.
Treasure is a core gameplay loop/mechanic.
Adventurer starts with resources. Travels spending some of those resources. Uses abilities in combat.
They acquire new/more resources. Repeat ad nauseam, until "win" conditions is met.
Your generator is is a ton of fun thank you!!
Bad at this, personally! Thanks for doing this one.
Always incredible tools. SF is the true treasure
Thanks for posting!
Would love to see the generator updated to include Shadowdark treasure.
Didn’t see this…the loot matters!
Interesting stuff, and I admit I do find it weird when I put a character's preferred item into the game at some point. What I'll often do is at least tweak that item to give it an additional feature related to its history, to make it seem less character-specific.
I’ve been DMing for decades & I’m still pretty bad about awarding treasure & magic items… I do it a little bit & thankfully my players aren’t mad at me or anything, but I definitely need to get better about dishing out the cool rewards more often.
What would you do if you have over saturated your players?
I'm a big proponent of giving low level parties incredibly powerful magic items (usually just one).
I think people are afraid of doing this because of "balance" but yall are missing out on giving a first level party a Staff of the Magi and just not telling them what it is. Players are very motivated to figure out how it works. Then if they use it too much people are gonna come try to take it, dont use it enough and people might get hurt. The adventure writes itself.
My real issue with giving out treasure is that there's many times that the treasure is not thematic with the monster
However I will say that my favorite generator is the sly flourish generator
I struggle with the idea of handing loot out in games like 5e or PF2e when the PCs just magically get more powerful. Loot then seems to just be a vehicle to stab others with.
I throw diablo levels of loot at players and let them sort it out.
Same. I like my players having fancy houses and airships and a ton of cool items. They can only attune to 3 at a time no matter much loot they have in their vault
@@aetherkid yup attunement means you have to consider what you want to take with you
I once had someone say that giving out loot is just being a "loot goblin" and rpgs shouldn't focus on loot.
It's an important part of the early versions of the game and can provide really useful motivations for characters beyond story-based motives, which may not fit every character or may be a way to hook in characters to the story later. This is one reason I think the fact that they didn't put in things like masterwork weapons (though they did for armor) was such a missed opportunity at least up into T2. After a while there's nothing to spend money on!