this post was submitted on 05 Nov 2023
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[–] sammytheman666@ttrpg.network 43 points 1 year ago (3 children)

I had that exact shit happen to me. Got to a underwater treasure filled with a dragon's horde. And long story short, we get attacked, go back to the surface, hurricane we havent saw before right on us, and the onky things we kept was that IF you managed a save you kept 1 fucking item. Nevermind me saying to the DM : I put as many rings and necklaces and bracers on me as I can.

If you are going to give your party the allures of a big treasure and they beat your protections, you fucking better not pussy out and let them keep it all.

[–] GoodbyeBlueMonday@startrek.website 14 points 1 year ago (2 children)

Right? Would be easy enough for a DM to just improvise if they don't want the players using everything. Big ticket items have inscriptions that terrify anyone they try to sell it to, which is itself a plot hook. Maybe it's all cursed. Or they get arrested by the local authorities on suspicion of trafficking in stolen goods. Or even just have another adventuring party steal it from them somehow.

Depends on the abilities of the party, but snatching away their spoils after they get away sounds even more fun than not letting them take it in the first place.

[–] sammytheman666@ttrpg.network 13 points 1 year ago (1 children)

How about this. If youre gonna give them the option to get that loot, dont take it away. Taking away loot you gave your players is the same shit as having a cool weapon in a videogame and never giving ammo for it. Assume what you give your players for fun and up the challenge instead of taking away fun

I'm all for it! Balancing by buffing rather than nerfing seems to be best, in most cases.