- D&D 5
- 13th Age
- D&D 4
Why is it Important?
D&D 4 - MMO Loot
By he end of the game's life, the loot suggestions for the DM started to get kinda strange for us. Like having the players come up with a 'wishlist' of gear for the referee to hand out during the next few adventures. Sort of like an Amazon.com wishlist, but this one was for the gods (we guessed) and it felt like it was intended to end-run around random generation and avoiding the 'but his item breaks my character build' sort of random magic item handout policy.
And that was the last straw for us with that game. When character power depends that much on specific items for specific builds...no, this MMO feels broken and I am back to playing World of Warcraft.
13th Age - Story Loot
I like loot as incentive in fantasy games, and this feels more story-like than loot driven.
To be honest, 13th Age feels like a next-generation D&D 4 loot system with the wishlist feature removed but that referee-supplied loot mechanic still in place with the icon system and rewards. It doesn't feel MMO-ish anymore, but it does feel more like FATE for us, at least in story supplied loot as incentive or reward for story completion.
D&D 5 - Balanced Loot
Pathfinder - Anything Goes Loot
It is worth repeating, the referee is the one to blame if things get out of control, and I found they can go more crazy in Pathfinder than in other fantasy games. "But it was in the module," is not an excuse if a high-powered item ruins your campaign. I have had this happen, and the player in question becomes so attached to that item of power it gets tough to take it away. But rule #1 in all my games is easy come, easy go - all this stuff is paid for and you can lose anything at any time.