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GM needs Help with Loot Distruption

I a regular Pathfinder game on Monday nights. We have issues with disrupting loot. I am looking for so options from other GM's on the best/simplest techniques on this. The issue I have is as follows: The party acquired a large amount of mundane items and a few magical items. The party decided to sell the mundane items and keep most of the magical ones. They believe that those who acquired the magic items should be penalized of total gold shared. I have no issues with this but what is the quickest and best way of doing this. I am open minded and willing to hear any thought on this matter. Also what would you recommend on the way players find loot. Should I have them find an array of items such as weapons, kits, and other various equipment or just say you found misc items worth blah blah. This has been the most difficult process of my games. Thank you. 
1362536392
Gauss
Forum Champion
The way I and my groups do it is this: Divide the entire treasure by the number of players (or number of players+1 if doing a 'group share'). This is the amount each person gets. If any player then wishes to acquire a piece of treasure out of the pile they 'buy' it.  Example:  There is a treasure pile with a lot of equipment (mundane and magical) and some gold After selling everything that the group wishes to sell what is left is a pile of gold and a +1 longsword.  Assume there are 4 players and the total amount of value for the pile is 10,000gp (the total of the gold and the +1 longsword's purchase price) This results in 2500gp per player (10000/4 = 2500). The fighter wishes to keep the +1 Longsword (2315gp) which means he only gets 185gp. (2315+185 = 2500) I hope that was clear enough. :) Some GMs do seek to simplify this by going with the 'misc items worth blah blah' method you stated.  - Gauss
Thank you Gauss This is helpful. I will try this during my next sessions and see how it goes. 
1362537414
Gauss
Forum Champion
One other note: My group(s) do not split treasure until they get back to town etc. People can use something out of a pile on a 'who can use it best' basis but nobody owns that equipment until the split officially occurs. - Gauss
Just wanted to chime in. Gauss makes some great suggestions. I have found treasure division can be troublesome. I am a firm believer that a gamemaster should try not to get involved in treasure distribution unless players can not agree or some players are running over other players. When it does come down to the point that I have to get involved I generally roll with the system that Gauss explains with a couple changes. Each party member gets 1/x of the treasure, x being the number of party members. I allow players to sell anything they have at half value Anything not coin or gems is given a value of half. Total up the the value of all treasure and assign each player 1/x of that amount as a credit. Players can spend their credit to buy an item out from the pile. If more than one player wants it they can bid on it, effectively throwing more of their money into the pool. In games where I am playing with friends we would normally just treat everything as party treasure and hand it out to those who can use it.
Like said before me. What is the total selling value of the loot = X. Every player gets X/number of players worth stuff and/or money. But I have never intervened how stuff is distributed because actually nothing is ever distributed between players it's always between PCs and the PCs can and imo should sort these things out. If a PC starts to hoard stuff then either other PCs think it's ok or confront the PC or are secretly hating the PC over this. Hell, in my previous campaign one of the PCs (A) stole a magic item from another PC (B) and was never caught. Instead B accused another PC (C) almost till the end of the campaign until he was convinced C was too stupid to ever pull anything like that off. And the setting is Wahammer Fantasy where magic items are pretty much unique items and extemely rare. In the first campaign which I attended (D&D) there was a conflict between PCs A and B over the distribution of loot not because the distribution was unfair but because it was fair. A was a drow and B a human and A felt that no human should ever be considered to be the same value of a drow let alone the same value as himself and demanded that he should get 2/3 of the loot and the human 1/3. Both situations were the source of a lot of good PC to PC dialogue and roleplaying.
It's best to talk these things out before there is a problem (or even one gold looted), but you can still have a vote of what system to use after. Here's some sites with different ways to divide loot, with pros and cons: <a href="http://www.wizards.com/dnd/article.aspx?x=dnd/4ex/20100514" rel="nofollow">http://www.wizards.com/dnd/article.aspx?x=dnd/4ex/20100514</a> The Even Split The Random Draft Fixed Draft <a href="http://dungeonsmaster.com/2012/03/dividing-treasure/" rel="nofollow">http://dungeonsmaster.com/2012/03/dividing-treasure/</a> Equal shares Sell Everything Wish List Common Sense Roll Off Pay for Play <a href="http://www.wizards.com/default.asp?x=dnd/bs/20021027a" rel="nofollow">http://www.wizards.com/default.asp?x=dnd/bs/20021027a</a> Second option presented is closest to my balance sheet system. Before this they offer splitting the gold evenly and doing draft of items. --- party fund - can be a 'share' or percentage of gold, or gold and items...share of gold and just certain items (healing wands) Missing a session and hoards...this is the one case I might interject as a DM. If you have a large dungeon where the loot is back end loaded and a player can't make it the 2nd week, especially if they give notice they are not going to be able to attend...you may want to sugest they get a share or at least half a share to show thier contribution for the previous week (when the player lets you know, not after they get the items). If there's a legitimate reason for not attending, you could always do some outside main session adventure to get them seperate loot as an alternative. Tipping - This is something a frown on. Some clerics will hold healing hostage for gold, mages won't assist with spells unless paid, etc... Each player has a party roll, are you going to start paying out gold for every damage done by the barbarian...what about the bard singing songs to assist on rolls? While each person's profession, craft, and other skills can net them thier own gold outside the party, they should not be trying to tax the group. Instead, work together for the benifit of the group and in turn each player. --- What I do, is create a balance sheet, very similar to Gauss (and mentioned in the 3rd link), but sometimes items cost more than any player can pay for in gold. Do the same steps he did... If a player takes an item more than thier group share, they can basically 'buy' out the rest of it by putting gold into the group share that splits out to the other players. If they can't afford to do this, they are carrying a debt on the balance sheet and any split from future loot until value is balanced among other players. Pro: Very fair, splits things evenly, isn't random like dice Doesn't gimp the party. No benifit to taking items you can't use just to sell, only added value to items when you can use them, so factor out greed. Con: Math, it can take a good deal of work to track all of this There's some considerations to be made of how consumables will result in lower character wealth (mages particularly) than consumable (fighters more likely to have). You might have to whisper and sneak things in there if you are aiming to keep a balance. That or nudge consumables towards the party share and provide things that are reusable daily like eternal wands and knowstones, rather than potions and scrolls. Also, while settling out who gets what from current session at the end is fine, if people start bargaining for items from previous sessions, things can get out of balance if they don't go by sell value. In a lot of ways this sets up PCs like shops. --- While roleplay is good, this is more addressed to those situations when resentment and arguments are spilling out of game. Some players actually get angry over the pretend items, not just in character. When there is actual conflict (not just role play) DMs sometimes need to mediate before it gets out of hand.
Hey Mask:&nbsp; Loot is split by the players in my games. I&nbsp;don't&nbsp;get involved in that unless there is some reason a GM would need to. I _try_ to have players that understand the fun dynamic and wont let it turn into something disruptive for the fun of all. If a particular player is consistently creating a situation that hurts the other player's fun then we have a talk and if it continues...it's the bootski.&nbsp; Rules: Rule 0 : Gm is like a boss Rule -1: Everyone has fun or the culprit hurting the fun is booted.&nbsp;