[RPG] How to a GM give treasure to DnD players who overcome challenges without combat

dnd-3.5egm-techniques

I'm currently playing a character in a DnD 3.5 Eberron campaign. During the first few sessions, our characters overcame several obstacles without combat.

Our GM complained that this made it hard for him to adhere the Wealth By Level charts, because when we overcome challenges without looting bodies, we get the XP, but not the gold.

He says it's crucial for our characters to have the gold, and to spend it wisely, lest we become underpowered for the challenges that await us in the future.

What other ways can our GM use give us treasure when we overcome obstacles without fighting? I'm looking for answers that address the question from personal experience.

Here are some examples of situations we have found ourselves in so far.

  1. We were supposed to fight our way through a complicated maze of sewers to get to this treasure vault we inherited, and instead the warforged used his trusty crowbar to break open a grate and then we took a shortcut past all the monsters.
  2. That time when we were underground and we ran into a bunch of Gnolls, and they didn't attack, and we didn't attack, and then they just kinda left after a while, because really, who wants to attack adventurers?
  3. That other time we encountered a couple of goblins in a muck farm (don't ask), and instead of killing them all, we asked for directions because, hey it turns out our hobbit speaks goblin.
  4. There was that other time where a living spell wandered into the section of the compound we were in, and instead of fighting it, we locked it in a magical vault. Because it was attracted to sound. And vault doors squeak.

Best Answer

There are many ways to give treasure to players that you can activate/deactivate depending on how the players overcome the encounter. If you tie the encounters to the story, and if you tie the equipment to the story, there are plenty of opportunities for reward other than looting.

Make random encounters not quite random - For example, instead of stumbling upon 2d4 goblins in the forest, stumble upon goblins attacking a caravan. If the players kill the goblins, they can loot them, if the players scare off the goblins through some elaborate illusions and successful bluff checks, they either get gold from the caravan, or they get to guide the caravan to the next town where the local chief is so overjoyed to see his daughter safe and sound that he gives out a sword of +2 killing.

Put the treasure next to the enemies, not onto the enemies - I'm not particularly fond of "I loot a wolf and I find a sword of +2 killing". How does this even make sense? Also, why would a band of goblins carry all their spoils from previous raids with them? Much more likely, the goblins have stashed their gold at their camp, and if the players scatter the enemy, they will later stumble upon the abandoned goblin camp, where the goblins forgot a chest in their haste.

Hand out the equipment up-front Say that the players have successfully saved that caravan. Now they're hired as bodyguards, because obviously their method works. However, the caravan leader notices their shabby gear, and fears that the PCs will not be strong enough to guide the caravan through the valley of certain doom. So they equip the players with new shiny gear that they can keep if they do a good job.

In response to the specific examples in the question Assume I'm a GM desperate to give treasure to the PCs (why would that ever happen, srsly); how would I deal with the four examples you provide?

  1. You take the shortcut, you find the treasure, which has been magically augmented by the treasure you were supposed to get from all the enemies (note: in my games, you would most likely not have gotten much treasure from the enemies, anyway)

  2. The gnolls leave, and when you look through the remnants of their dinner (some unlucky kobolds) they were having while waiting for you to leave, you find a hidden pouch in the discarded leather armor of the kobold leader, containing $treasure.

  3. The goblins take a liking to the hobbit, and point him to a bag of loot they carry with them; mostly farm equipment, but also a rusted holy axe of smiting (how did a "villager" get that?). They tell you guys to help yourselves, but that you'll own them a favor.

  4. Either somebody is glad the living spell is gone and gives you stuff for it, or, as you close the vault door, you also hear some kind of rattle, only to find out that part of the treasure is hidden inside the vault door.