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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Lixuniverse on March 12, 2025, 08:54:10 PM

Title: How do you depict individual/encounter treasure found in your games?
Post by: Lixuniverse on March 12, 2025, 08:54:10 PM
I made the following question on reddit and, unsurprisingly, got the usual reddit response, so I'd like to make it here to discuss:

In games such a b/x, usually there is a Treasure Type indicating how much treasure value the monsters has with them (if any), sometimes it could be expressed in hoards the monsters has in its lair (if it's a monster that only appears in its lair), but what about those monsters you find in the wild, do they have a bag somewhere with the money in it? What about their weapons if the monster is humanoid, are they taken within the equation? What about body parts? Yes, I am pretty sure more than one of your players is a freak who likes disemboweling kobold scales skin to sell on the market, how do you adjudicate value into it? I am looking to check on to everyone's POV.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: Ruprecht on March 12, 2025, 09:11:14 PM
In general I believe in hordes. If the Hobgoblins are fresh from a raid they might have something, otherwise the tribe keeps all their treasure in one spot where it can be guarded. Its not as if there is a store down the way where they can spend their loot. Its just easier.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: Ratman_tf on March 12, 2025, 09:27:54 PM
Quote from: Lixuniverse on March 12, 2025, 08:54:10 PMI made the following question on reddit and, unsurprisingly, got the usual reddit response, so I'd like to make it here to discuss:

In games such a b/x, usually there is a Treasure Type indicating how much treasure value the monsters has with them (if any), sometimes it could be expressed in hoards the monsters has in its lair (if it's a monster that only appears in its lair), but what about those monsters you find in the wild, do they have a bag somewhere with the money in it? What about their weapons if the monster is humanoid, are they taken within the equation? What about body parts? Yes, I am pretty sure more than one of your players is a freak who likes disemboweling kobold scales skin to sell on the market, how do you adjudicate value into it? I am looking to check on to everyone's POV.

If I don't have anything specific in mind, I assign a coin value (in raw coins or useful stuff) for the group of monsters defeated. Maybe 3D6 copper for a few kobolds, or 3D6 gold for a group of orcs.
They also have whatever equipment they'd usually be carrying if the characters want to loot their gear. Poor 1st level characters might want to pick up a scimitar, shield or handful of arrows.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: Man at Arms on March 12, 2025, 09:58:47 PM
Copper, Silver, or Gold coins; and sometimes gemstones.

Of course, other items may be found.  Especially more common items.  But the above items, function as the coins of the realm.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: honeydipperdavid on March 12, 2025, 11:14:28 PM
Well for 6E adventures:

You find this long glistening purple rod, its round and soft.  You remember seeing the orc barista Steffani' using it on his boyfriend Crawerkins.  You are sure there is some deep primary magic.

In other editions:
You find a sharp sword, written on the inside of the hilt is "echo" in elvish.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: ForgottenF on March 12, 2025, 11:52:54 PM
I don't often use those kind of treasure tables, so my answer might not be relevant, but:

Most of my antagonists tend to be humanoid, if not just human, so they have their gear and some walking-around money (I usually just come up with a plausible dice roll for how much). Monsters have nothing on them and probably nothing in their lairs, unless they're intelligent or there happens to be the corpse of a previous meal in there.

Yeah, I'm a skinflint. :P There's a reason I don't use RAW XP-for-gold.

More seriously, I put a premium on verisimilitude, so if my players get access to major treasure, there has to be a reason why it is wherever they find it. Elite NPCs will carry the magic items they might expect to need for whatever they're doing, but they'll keep treasures they don't actually use in a safe place. Large hauls of coin are only going to come from storehouses, tombs, treasuries or other places where people might feasibly store a lot of currency. If you want to get a lot of money off of an NPC in the wild, you better rob a tax collector.

EDIT: I have to say also that my players aren't usually in that much of a hurry to strip search every corpse they leave behind. It might be because money is neither hugely important nor easily obtainable in my games, or maybe I've successfully trained my players not to be murder-hobos.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: David Johansen on March 12, 2025, 11:56:36 PM
I did up some base line treasure suggestions for The Arcane Confabulation, great unfinished campaign guide.

Personal Effects
   The following lists detail the goods that might be found on a person of a given status, met in town or on the road.  They are useful for determining what people have on them when they are robbed or just for general knowledge.

Peasant (Status 1 - 7)
   1- 10 Copper Coins
   Bone Tools, and Buttons
   Wooden Tools
   Wool Clothing
   Leather Belt, Boots, Jacket

Bandit (Status 0 - 10)
   1 - 10 Copper Coins
   1 - 2 Silver Coins
   Bone Buttons
   Steel Spear and Arrow Heads
   Steel Dagger
   Wool Clothing
   Leather Boots
   
Yeoman (Status 5 - 15)
   2 - 20 Copper Coins
   1 - 5 Silver Coins
   Steel or Bronze Tools
   Wool and Linen Clothing
   Leather Shoes or Boots
   Cart or Wheel Barrow
   Work Horses, Cows, Asses

Man At Arms (Status 8 - 12)
   1 - 10 Copper Coins
   1 - 5 Silver Coins
   Wool Clothing
   Steel Armour and Weapons
   Leather Boots or Shoes
   Leather Jack

Tradesman (Status 8 - 12)
   2 - 20 Copper Coins
   1 - 10 Silver Coins
   Woolen and Linen Clothing
   Leather Boots or Shoes
   Brass Buttons and Buckles
   Asses or Oxen
   Cart

Merchant or Master (Status 15 - 19)
   2 - 20 Copper Coins
   2 - 20 Silver Coins
   1 - 10 Gold Coins
   Fur Lined Cloak
   Gold and Bejewelled Buttons and Buckles
   Embroidered Linen and Silk Clothing
   Outlandish Hat
   Carts, Boats, Ships
   Porters, Guards
   Oxen and Draft Horses

Knight (Status 15 - 20)
   2 - 20 Copper Coins
   2 - 20 Silver Coins
   1 - 5 Gold Coins
   Brass Buckles and Buttons
   Wool and Linen Clothing
   Leather Boots
   Steel Armour and Weapons
   War Horse, Riding Horses
   Squire, Lady, Retainers

Lord Personal Effects (Status 20 - 30)
   2 - 20 Copper Coins
   2 - 20 Silver Coins
   2 - 20 Gold Coins
   Fur Lined Cloak
   Gold and Bejewelled Buttons and Buckles
   Embroidered Linen and Silk Clothing
   Gold Embossed Steel Weapons and Armour
   War Horse, Riding Horses
   Servants, Ladies, Retainers, Pages
   
Poor Hoard
   Suitable for Bandit Chiefs and Landed Knights
   1 - 1000 Copper Coins
   1 - 100 Silver Coins
   1 - 10 Gold Coins
   Cheap Jewellery
   Semi Precious Stones
   Uncut Gems
   Brass Buttons
   Leather Boots
   Swords
   Axes
   Spears
   Shirts of Mail
   Steel Helmets
   Steel Headed Arrows

Rich Hoard
   Suitable for Nobles and Dragons
   1 - 10000 Copper Coins
   1 - 1000 Silver Coins
   1 - 100 Gold Coins
   Fine Jewellery
   Cut Gems
   Gold Buttons
   Brass Buckles
   Fur Lined Cloaks
   Silk and Linen Clothes
   Bronze or Steel Breast Plates
   Steel Helmets

What Has He Got In His Pockets?
   The following list of oddments is provided lest one think that the only interesting thing in a victim's possession is mere coinage.

Acorns
01   Apple
02      Bag of Dried Fruit
03   Bag of Beans
04   Bag of Carrots
05   Bag of Herbs
06   Ball of Yarn
07   Bare Old Bone
08   Beautiful Portrait
09    Beautiful Prayer
10   Bit of Horn
11   Boiled Egg
12   Bloodstained Stone Knife
13   Booklet Half Full of Notes
14   Bone Amulet
15   Bone Flute
16   Bone Toothpick
17   Bottle of Ink
18   Brass Buttons
19   Brass Belt Buckle
20   Brass Knuckles
21   Brass Mirror
22   Charcoal Sticks
23   Clay Cup
24   Colourful Feathers
25   Copper Talisman
26   Crude Figurine
27   Cured Pig's Bladder
28   Cryptic Note
29   Dog Eared Scripture
30   Filet of Smoked Fish
31   Flask of Oil
32   Flask of Wine
33   Flint and Steel
34   Fresh Berries
35   Fruit Tart
36   Goose Feathers
37   Graduated Brass Rod
38   Handful of Beans
39   Handkerchief
40   Hard Cheese
41   Hard Sausage
42   Holy Writ
43   Hunk of Bread
44   Illegible Letter
45   I Owe You Note
46   Iron Nails
47   Ivory Chess Piece
48   Ivory Portrait
49   Jar of Jam
50   Jar of Pickled Beets
51   Jar of Pickled Cucumbers
52   Jar of Sauerkraut
53   Knit Cap
54   Knotted Length of Sheep Intestine
55   Large Brass Key
56   Leaden Talisman
57   Leather Gloves
58   Leather Thong
59   Lump of Soap
60   Meat Pie
61   Onion
62   Needle and Thread
63   Page of Novel
64   Passable Sketch
65   Pewter Amulet
66   Pewter Goblet
67   Pig's Foot
68   Plain Gold Ring
69   Packet of Dried Herbs
70   Pot of Grease
71   Pouch of Dried Fruit
72   Ribbon and Straw Doll
73   Roast Chicken Leg
74   Royal Edict
75   Sack of Nuts
76   Sack of Pebbles
77   Sack of Seeds
78   Sad Poem
79   Sand Filled Sock
80   Silken Kerchief
81   Small Brass Horn
82   Small Brass Key
83   Short Copper Wire
84   Small Silvered Mirror
85   Small Knife
86   Smoked Fish
87   Sodden Rag
88   Spindle
89   Stale Biscuit
90   Steel Arrowhead
91   Steel Scraper
92   Stone Arrowhead
93   String of Beads
94   Strip of Dried Meat
95   Strip of Horn
96   Strip of Leather
97   Strip of Smoked Meat
98   Smooth Stones
99   Spotted Knuckle Bones
100   Sticky Jam Sandwich
101   String
102   Tallow Candle
103   Thimble
104   Tied Sheep Intestine
105   Tinder Box
106   Tiny Gold Nugget
107   Turnip
108   Unintelligible Treasure Map
109   Vial of Cordial
110   Vial of Holy Water or Oil
111   Wanted Poster
112   Wax Candle
113   Wolf's Tooth
114   Wooden Ball
115   Wooden Bowl
116   Wooden Flute
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: Steven Mitchell on March 13, 2025, 09:21:46 AM
I use minimalist detail which can be readily translated into standard equipment/treasure in most cases.  It's basically an extension of the idea that gems come in convenient 5, 10, 25, 50, 100, etc. values.  For example, you find a bag of nuts, dried fruit, and way bread that translates to 2 trail rations.  Then the players can focus on the specifics when interested and just record the 2 trail rations when not.

I do this to keep my and the players record keeping minimal while not totally going abstract.  Also, I'm using the silver standard, not gold, and starting characters often stay quite poor for some time, so that even finding some spare lamp oil or a rope is enjoyed.  Finally, I'm prone to using non-standard, often deficient, or even mildly cursed magic.  For example, you might find a "healing potion" that smells a little strong, with a side effect of making the character drunk for an hour.  Not everything is like this (because I don't want to track all the hidden effects that closely), but there's enough stuff like this that when I put in something neutral, it makes them a little cautious.  I might have a "healing potion" that smells a little spoiled, with no side effects other than making the character react to the sour taste. 

Ultimately, treasure, like everything else in the game, is geared to producing the feeling of being in the setting. To know how you want to do treasure, first ask yourself how you want the setting to feel.  Then determine what you can do with treasure (and be consistent and maintain) that will produce that.  Then that's your answer, not what any of us do.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: Chris24601 on March 13, 2025, 09:26:10 AM
Quote from: Ruprecht on March 12, 2025, 09:11:14 PMIn general I believe in hordes. If the Hobgoblins are fresh from a raid they might have something, otherwise the tribe keeps all their treasure in one spot where it can be guarded. Its not as if there is a store down the way where they can spend their loot. Its just easier.
This brings up an interesting point. If the Hobgoblins don't have some sort of civilization somewhere where their purloined gold and silver can be used... why do they even bother to steal it?

Some bling for the boss and ladies? Sure. But if their entire civilization is essentially tribal bandits/raiders, then I'd be expecting them to prioritize food, booze, fine clothing, weapons, tools they'd find useful, slaves, etc. over coinage they'd never be able to spend.

In a way, you could really play up the nature of such a society by presenting the aftermath of a raid where all the food stores have been taken along with missing villagers and the dead guards stripped of their maille and weapons, but silver and gold coins left strewn on the floors of destroyed homes.

Currency is one of the hallmarks of civilization; facilitating trade and exchange of services and goods. Something that cares not for coinage marks the raiders as antithetical to civilization.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: Ruprecht on March 13, 2025, 09:42:08 AM
Quote from: Chris24601 on March 13, 2025, 09:26:10 AM
Quote from: Ruprecht on March 12, 2025, 09:11:14 PMIn general I believe in hordes. If the Hobgoblins are fresh from a raid they might have something, otherwise the tribe keeps all their treasure in one spot where it can be guarded. Its not as if there is a store down the way where they can spend their loot. Its just easier.
This brings up an interesting point. If the Hobgoblins don't have some sort of civilization somewhere where their purloined gold and silver can be used... why do they even bother to steal it?

Some bling for the boss and ladies? Sure. But if their entire civilization is essentially tribal bandits/raiders, then I'd be expecting them to prioritize food, booze, fine clothing, weapons, tools they'd find useful, slaves, etc. over coinage they'd never be able to spend.

In a way, you could really play up the nature of such a society by presenting the aftermath of a raid where all the food stores have been taken along with missing villagers and the dead guards stripped of their maille and weapons, but silver and gold coins left strewn on the floors of destroyed homes.

Currency is one of the hallmarks of civilization; facilitating trade and exchange of services and goods. Something that cares not for coinage marks the raiders as antithetical to civilization.
You make a good point. Native Americans (to the lefty's hoping to take this out of context I am not saying Native Americans are monsters in any way shape or form, just that their society had no need for money) had no use for money but lots of use for weapons and blankets. They could take cash to buy stuff at a later date but that takes trust that I don't think existed between the trade partners.

Monsters might really want to trade for better arms and weapons. Perhaps bribes to bigger tribes and of course leaders want bling to show their importance and in case they ever have to abandon their tribe and flee for their lives.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: ForgottenF on March 13, 2025, 11:54:38 AM
Quote from: Ruprecht on March 13, 2025, 09:42:08 AM
Quote from: Chris24601 on March 13, 2025, 09:26:10 AM
Quote from: Ruprecht on March 12, 2025, 09:11:14 PMIn general I believe in hordes. If the Hobgoblins are fresh from a raid they might have something, otherwise the tribe keeps all their treasure in one spot where it can be guarded. Its not as if there is a store down the way where they can spend their loot. Its just easier.
This brings up an interesting point. If the Hobgoblins don't have some sort of civilization somewhere where their purloined gold and silver can be used... why do they even bother to steal it?

Some bling for the boss and ladies? Sure. But if their entire civilization is essentially tribal bandits/raiders, then I'd be expecting them to prioritize food, booze, fine clothing, weapons, tools they'd find useful, slaves, etc. over coinage they'd never be able to spend.

In a way, you could really play up the nature of such a society by presenting the aftermath of a raid where all the food stores have been taken along with missing villagers and the dead guards stripped of their maille and weapons, but silver and gold coins left strewn on the floors of destroyed homes.

Currency is one of the hallmarks of civilization; facilitating trade and exchange of services and goods. Something that cares not for coinage marks the raiders as antithetical to civilization.

You make a good point. Native Americans (to the lefty's hoping to take this out of context I am not saying Native Americans are monsters in any way shape or form, just that their society had no need for money) had no use for money but lots of use for weapons and blankets. They could take cash to buy stuff at a later date but that takes trust that I don't think existed between the trade partners.

Monsters might really want to trade for better arms and weapons. Perhaps bribes to bigger tribes and of course leaders want bling to show their importance and in case they ever have to abandon their tribe and flee for their lives.

There's a trope in old western movies of the unscrupulous trader who runs guns illegally to the hostile tribe. Could make for a good adventure scenario, where the PCs have to figure out that the only way to turn back the goblin invasion is to stop the human baddies from arming them.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: Chris24601 on March 13, 2025, 01:59:35 PM
Quote from: ForgottenF on March 13, 2025, 11:54:38 AM
Quote from: Ruprecht on March 13, 2025, 09:42:08 AM
Quote from: Chris24601 on March 13, 2025, 09:26:10 AM
Quote from: Ruprecht on March 12, 2025, 09:11:14 PMIn general I believe in hordes. If the Hobgoblins are fresh from a raid they might have something, otherwise the tribe keeps all their treasure in one spot where it can be guarded. Its not as if there is a store down the way where they can spend their loot. Its just easier.
This brings up an interesting point. If the Hobgoblins don't have some sort of civilization somewhere where their purloined gold and silver can be used... why do they even bother to steal it?

Some bling for the boss and ladies? Sure. But if their entire civilization is essentially tribal bandits/raiders, then I'd be expecting them to prioritize food, booze, fine clothing, weapons, tools they'd find useful, slaves, etc. over coinage they'd never be able to spend.

In a way, you could really play up the nature of such a society by presenting the aftermath of a raid where all the food stores have been taken along with missing villagers and the dead guards stripped of their maille and weapons, but silver and gold coins left strewn on the floors of destroyed homes.

Currency is one of the hallmarks of civilization; facilitating trade and exchange of services and goods. Something that cares not for coinage marks the raiders as antithetical to civilization.

You make a good point. Native Americans (to the lefty's hoping to take this out of context I am not saying Native Americans are monsters in any way shape or form, just that their society had no need for money) had no use for money but lots of use for weapons and blankets. They could take cash to buy stuff at a later date but that takes trust that I don't think existed between the trade partners.

Monsters might really want to trade for better arms and weapons. Perhaps bribes to bigger tribes and of course leaders want bling to show their importance and in case they ever have to abandon their tribe and flee for their lives.

There's a trope in old western movies of the unscrupulous trader who runs guns illegally to the hostile tribe. Could make for a good adventure scenario, where the PCs have to figure out that the only way to turn back the goblin invasion is to stop the human baddies from arming them.
This is also a good reason for the tribal bandits to keep their stolen coins in a horde because they're only keeping it to trade to the arms dealer it has no individual value to them.

By contrast, I would expect human bandits who could go to towns they aren't recognized in to spend freely would care more about seeing the loot distributed amongst their number after each raid.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: ForgottenF on March 13, 2025, 02:19:09 PM
Quote from: Chris24601 on March 13, 2025, 01:59:35 PM
Quote from: ForgottenF on March 13, 2025, 11:54:38 AMThere's a trope in old western movies of the unscrupulous trader who runs guns illegally to the hostile tribe. Could make for a good adventure scenario, where the PCs have to figure out that the only way to turn back the goblin invasion is to stop the human baddies from arming them.
This is also a good reason for the tribal bandits to keep their stolen coins in a horde because they're only keeping it to trade to the arms dealer it has no individual value to them.

By contrast, I would expect human bandits who could go to towns they aren't recognized in to spend freely would care more about seeing the loot distributed amongst their number after each raid.

A lot of historical bandits were basically part-timers, and would have had homes and families they went back to in the winter or when the pickings were bad. It sounds crazy, but in the premodern era an isolated rural community might be functionally untouchable by law enforcement, especially since in backwater and border areas, the minor gentry who would be responsible for justice were often the ringleaders of bandit gangs themselves.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: Ratman_tf on March 13, 2025, 06:39:41 PM
Quote from: Chris24601 on March 13, 2025, 09:26:10 AM
Quote from: Ruprecht on March 12, 2025, 09:11:14 PMIn general I believe in hordes. If the Hobgoblins are fresh from a raid they might have something, otherwise the tribe keeps all their treasure in one spot where it can be guarded. Its not as if there is a store down the way where they can spend their loot. Its just easier.
This brings up an interesting point. If the Hobgoblins don't have some sort of civilization somewhere where their purloined gold and silver can be used... why do they even bother to steal it?

I figure because they understand it's valuable to other races. They might trade with drow or giants or whatnot. They'd probably prefer useable goods, like weapons and armor, but would grab gold and gems as well.

Dragons notoriously hoard gold even though it has little value to them. It's valuable to others and a status symbol for the dragon.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: David Johansen on March 13, 2025, 07:22:15 PM
In a Chivalry and Sorcery game, I was given the task of spending the supply budget on food, so I bought a cart full of turnips.  The other players were a bit mad but they were the most nutrition for the money.  What I didn't tell them was that I burried a couple casks of ale and wine under the turnips.  When the orcs showed up, I shouted "hey, you guys like booze?"  Turned out they did, very frustrated GM.  :D
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: David Johansen on March 13, 2025, 07:23:35 PM
Quote from: ForgottenF on March 13, 2025, 02:19:09 PMA lot of historical bandits were basically part-timers, and would have had homes and families they went back to in the winter or when the pickings were bad. It sounds crazy, but in the premodern era an isolated rural community might be functionally untouchable by law enforcement, especially since in backwater and border areas, the minor gentry who would be responsible for justice were often the ringleaders of bandit gangs themselves.

Always remember the ballad of bold Captain Cully who robbed from the poor because they were weaker than him and gave to the rich so they wouldn't destroy him.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: ForgottenF on March 13, 2025, 09:55:29 PM
Quote from: ForgottenF on March 13, 2025, 02:19:09 PMA lot of historical bandits were basically part-timers, and would have had homes and families they went back to in the winter or when the pickings were bad. It sounds crazy, but in the premodern era an isolated rural community might be functionally untouchable by law enforcement, especially since in backwater and border areas, the minor gentry who would be responsible for justice were often the ringleaders of bandit gangs themselves.

Following up on this earlier comment, it occurs to me there's a fun scenario in that, too:

Some duke hires your players to neutralize a gang of bandits preying on travelers along the high road near the borders of his domain. So the players head up there and march off into the hills expecting to find the bandit lair. After days or weeks of wandering around in the wilderness, getting soaked to the bone and fending off random monster attacks, they start to get suspicious. They haven't seen hide nor hair of the bandits the whole time. When they ask local peasants, they get information that wastes their time only to turn out to be inaccurate. The lord of the manor doesn't seem to care about this outlaw band. What's going on?

Well it turns out there is no bandit lair, The local peasants are the bandit gang. Every once in a while they put down their pitchforks and take a few days camping out by the road to supplement their income. The manor lord arms them, leads the  expeditions and takes a small tithe of the proceeds. They know the PCs are here, and they can afford to just give up banditry until they leave. What now? Who's going to believe a bunch of landless mercenaries against the word of one of the duke's vassals? No one in this close-knit rural community is going to testify against their neighbors at the behest of an outsider. You haven't got the numbers for this many prisoners and you might get into trouble if you go around killing off everyone in the district. There definitely are solutions, but the players will have to get creative.
Title: Re: How do you depict individual/encounter treasure found in your games?
Post by: Fheredin on March 14, 2025, 07:50:06 PM
I confess, I typically abstract loot out to special items, currency, and "Loot Worth X" which players can cash out when they get back to town. With the exception of some intentionally tight sequences like a long dungeon crawl or a game with a general survival-horror feel, players rarely if ever actually want to pick up and use weapons or items from a monster, so it's usually better to handwave it and to change over to more precise accounting when that's part of the tone I am aiming for.