Swordslinger wrote:He would. But somebody has to get their thing *first* and somebody also has to get their thing *last* and it's the DM who decides who that is.
Um... Why? Is this like a firstborn twin thing where you're seriously concerned about the five minute difference in which one player gets the first description of stuff and everyone else has to wait their turn? When the elf king passes out goodies because the adventurers have been good little
boys and girls heroes, there's barely enough time between characters for the players to update their character sheets. I don't have a problem with that.
Swordslinger wrote:I assume your PCs were heavily into character builds and had some specific existing character they wanted to precisely replicate?
Actually, the greatest roleplaying triumph of our group was Splorknar the Barbarian (If he was based on a real character, I haven't read that book). His player threw him together because he was easy to write up, and there wasn't a lot of characterization put into him - Splorknar was stupid, and determined to solve every problem by clubbing them with a tree.
But during the course of the game, Splorknar had to face the angst-filled question of whether he was just another barbarian worshipping the [local] god of destruction and smashing things, or whether he wanted to be considered a hero. And the drama of finding an item that made him more intelligent was so awesome. The player
really got into being in-character - it was amazing.
Swordslinger wrote:If you had a group of people like that, I guess the next question is, why bother having treasure at all? Is there really any joy in getting stuff you knew you were going to get anyway?
I'm just gonna quote myself back on page 33 for this part and clarify that randomly rolling for items that players have a vested interest in - like weapons and armor - was the destructive part.
Maj wrote:Most of the players in our games have one or two items that they put on their wishlist* and the rest is left to random treasure tables for serendipity - because sometimes you do roll up something better than fodder for ye olde magick shoppe.
*After all the discussion on wishlists, I have no clue what it actually means, so I'm using it in the sense of "I'd like a breastplate" without the details of what enchantments are on it, or "I'd like a mithral sword" without preference as to type of sword. Occasionally, there's a wishlist with an enchantment on it for something already owned: "I'd like my sword to be flaming/keen/defending/whatever."
In the case of Splorknar, the player rather liked his character wielding a tree (greatclub), and so the DM agreed that the tree could become a signature weapon. I don't even remember how it got to be an icy-burst tree (doubtless the story was great, but we were probably still laughing at the fact that it was masterwork), but that enchantment was not the request of the player. He just wanted the tree to upgrade.
The player wasn't totally sold on the enchantment until he horribly critted on an enemy and did at least twice their hitpoints in damage. "Snow!" became the cry at the game table and it stuck.
Swordslinger wrote:That way people can precisely follow whatever build they had in mind, since they don't really seem to care much about interacting with the gameworld and just want to get the gear they want.
Why on earth is there an assumption that there's no interaction with the game world when you ask for something? Maybe a player wants something for their character
precisely because of interaction with the game world.
Everything the characters got in our games had an in-game justification. There was not a single time [after character creation] when a player talked to the DM about their character and, ironically, just magically got some new toy for their character.
And for the record, our group stopped writing full-length classes and moved towards a more point-buy version of D&D
because we didn't want to "precisely follow whatever build [we] had in mind."
So stow your pre-conceptions of our games because you're clearly very much off the mark.