Rewards after a battle: Why This Change in Harrowing Frontier | World Anvil
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Rewards after a battle: Why This Change

Rewards after a battle: After a battle is concluded and there is no immediate danger; I will ask all players to roll an investigation check. Characters who spent a turn looting during the battle get advantage on this roll, but must suffer the disapproving grumblings of the other players and their characters. The highest result determines the total amount of loot discovered. The Dungeon Master will put flashcards out as a visual aid with known items facing up and unknown items facing down. Then the highest roll picks first, proceeding downward. If the loot is not exhausted, we return to the top and repeat until the loot is gone.
  Why This Change: Since the design of this setting allows for character swapping and player flexibility, which character gets what loot matters. A player might run their character between different groups and the items that this character owns will impact both sessions. Plus if a character has a long term goal, they might put higher value on specific items and be willing to barter with other characters to acquire them. I will be using random loot tables to generate random treasures, so there is not going to be any rewards targeted for a specific character. Of course, if the characters are specifically finding and looting a wizard's tower, there will be more spellcaster related rewards.
  This method creates a sense of order out of the looting process. The character's are not literately making a pile of loot and then diving it up. Narratively, this just determines which character discovers what valuable or interesting items on the fallen enemies and in the surrounding area after a battle. After the initial ownership has been determined, the characters can sort out the rewards however they see fit.

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