Loot Management

The players decide how the loot is managed.

There are four methods offered and the group must choose one of those methods:

Method One: Value Bid Accounting

Every item of loot is given an arbitrary value in terms of tokens / gold coins / credits by the GM as the items are identified.

The total amount of loot is then added up, and shares points are determined by splitting the total value with all individuals who have a share coming to them. This provides a "share point" wallet that players can use to "go shopping" in the loot "store."

Players then make a bid for each individual item of loot. If two players or more wish to obtain one item, let them out-bid each other with share points. If they both run out of share points in an even bid, then they can dice for it.

Initial bids for an item are hidden and all revealed at once to be fair, though others may decide to up their bid after they see others' bids. Winning bids mean those points are spent. Losing bids send the points back to the player.

Once all items are obtained and designated, any unwanted items can either be placed in a Party Trust, or sold for actual coin that can be divided among the share holders.

The party must agree who is to be the benefactor of the Party Trust and if they can't decide, the items must be sold or discarded.

Once the Loot Division is over, all unused share points are forfeit and cannot be applied to future Loot (in other words, they are not actual coins, but symbolic coins).

Method Two: Makes Sense + Random Roll

First, items are evaluated. Those that clearly make sense to fit a particular character (i.e. a magic composite longbow for an Archer player, or a Staff of the Magi for a wizard) are immediately allocated to those players' characters. Some effort is made to be fair and to take into account past loot divides. The goal here is to make the party as a whole more effective through loot distribution.

Everyone in the party must agree on who gets what item, or that item does not go to that person. One person can block the whole party from getting an item during the "makes sense" phase.

Once the "makes sense" items are divvied up, then the players make a list of all remaining items, and everybody dices for them. 1d20. Ties are broken with another roll. If you don't want an item, don't roll on it.

High roll wins the item. Trading is of course possible and encouraged. It is hoped that, over time, the dice will reward and punish all equally.

Method Three: Completely random

Every item is rolled for and let the dice fall where they may. This may mean people end up with items that are not useful to them, but they may try to sell that item or trade for an item they want. An "item" is defined as an object and all the objects that would normally go with that object, i.e. an Alchemical Kit with reagents and glassware. A bow with 20 arrows. A spellbook with a pouch of material components. A laser rifle with specific ammunition batteries. The GM decides what constitutes "an item" if the players don't agree.

Method Four: Leadership

The Party elects a leader who hands out the loot. What the leader says goes. Unwanted loot is sold or held for the party's trust.

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