Handling Looting

By LibrariaNPC, in Game Masters

You are betting that they will get bored of looting before you do, and since you are ALREADY bored with looting that is not a good bet.

Edited by ErikB

Here's my two-cents, I let my players take whatever they want if they could explain how they carry away the loot. Mainly weapons. They can keep what they want, or sell it off for half the book price value.

The default for selling items is to use Negotiation to get 25% with one success, 50% for two successes, or 75% for three or more successes.

If this is a serious problem during your sessions, I see two ways of putting a stop to it. None of them are likely to please the players, but it seems to me that they're ruining your enjoyment of the game.

Option one is to simply say, when they go to loot the bodies: "It's broken". The armour was destroyed when you shot the guy, his weapon broke when he dropped it as he fell. No matter how much the players whine or call foul, tell them it's all broken. You're the GM, they can suck it up or leave. Keep doing this long enough and they'll get the message.

The second way is to reduce the amount of XP they get. If a session degenerates into a loot fest, simply tell them they're getting only 5 XP (or none) because instead of making progress on the story they spent their time selling used blaster pistols for 100 credits a piece. A couple of sessions of no XP will cut off this sort of munchkinism pretty fast.

I don't see these as being positive solutions. I've seen a GM get kicked from the table for this kind of thing.

I would also avoid saying everything is broken. It's pretty heavy handed. Looting in games has been around long as RPGs themselves. I forget the exact quote or who it was by, but there's a saying that goes "Games teach us about life. Scrabble teaches vocabulary, Monopoly teaches about real estate, and Dungeons & Dragons teaches us to loot the bodies."

Of course, this is one of those places where the narrative dice come into play. If a player gets a lot of net successes on an attack, but also generates a number of net Threat, feel free to have the shot destroy something in the target's inventory as well. Keep in mind that Triumph and Despair do not cancel each other out, so even if the attack succeeds with no Threat or even net Advantage, a Despair can still make the target "unlootable."

Another route to consider is that looting takes time. In a computer RPG, an encounter might start with a cut-scene where the boss escapes through a door as his minions attack you. After the fight, you can loot the minions, go back to town, sell their gear and update yours, then go back to the dungeon, break down the door and capture the boss. Not so much here.

For me, the final encounter is usually where the looting takes place, and that's fine.

Say the players are on a mission to capture a bounty. If they spend time looting every group of minions between them and him, he'll get away. This means they either have to catch up to him, which can be very difficult if he gets to a ship, or go back and tell the Hutt that their acquisition has escaped. And the Hutt is not likely to want to buy their looted stuff at any price.

I do assume that the players can do a cursory search and grab after short encounters, usually to refresh ammo and stim-packs if they need them. If the players want to see if there's anything special, I make it a perception check, and let them gain Boost for taking extra time (which can cost them later). Now, I have a talent for getting wordy in my descriptions, (which I'm sure no on this board has noticed :ahem:) and it's usually another player who interjects with "can we get moving, please?"

With encumbrance & time constraints it's shouldn't be a huge issue. Let players load up over encumbrance and then hit them with a "random" combat encounter so they have to waste actions putting stuff down to get under weight.

I also use: http://community.fantasyflightgames.com/index.php?/topic/88572-loot-table/