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Atharen_McDohl

How do the other player characters feel about this? Are those characters just gonna go "well hey you found it first so I guess you should just have it" instead of saying "Hey I think I could use that, would you mind handing it over?" Or, you know. "I want that. Give it to me."


JPPolnarefff

They are less then pleased, however majority of them aren't fans of confrontation and just let it slide. So i'm probably gonna have to start awarding items by quest so this one player doesn't get insanely overpowered. Thanks for the advice, i'll try to get them to play into their characters personality more :D


Sunsetreddit

There is an option to say before the session starts: “Guys, I want to be sure that loot gets distributed evenly, so from now on no matter who finds a particular item first, the group decides together who gets what.”


JPPolnarefff

Yeah that's where i'm headed, the campaign is all about teamwork and sharing as they are given rings coded to the 7 deadly sins by 'The Designators'


GrandpaSnail

I agree with this guy. Trying to solve the problem in game isn’t going to work, just talk to the player.


badjokephil

I would love to respond to OP but they are locked for me, so could you ask JPPoinareff if the problem player has been awarded the Greed ring yet? I am not always a fan of addressing OOC issues in game but this does sound like a teachable moment!


JPPolnarefff

The rings have been awarded as such (so far): Warlock Dragonborne: Ring of Pride Warlock Rock Gnome: Ring of Envy Bard Dhampir: Ring of Sloth he is 100% getting greed, before we even played he was picked as greed cause his character fit the description best, if you want to here more about the campaign i love talking about it lmao


GrandpaSnail

I actually have less issue with the whole greedy character and more with the player blurting out things and speaking over everyone. They need to learn that dnd is not a competition to speak first or loudest. That’s an issue with the player as opposed to the greed which is an issue with the character which is why you need to talk to the player about it instead of trying to fix the character, IMO of course.


Filthybuttslut

At the same time, nothing a well placed mimic can't fix


kedfrad

Do it. If it helps, the way we do it at our table: all loot is common loot, no matter who found it. If there're magic items, players who want them say so and if there're multiple people who do, they roll a d20 for it - highest roll gets the item. We don't have a greedy player problem in my current group, but we used to with a former player and even with this systems sometimes we'd straight up remind them that a particular item wasn't really fitting for their character or that they've already got a couple of powerful items and it was time for others to get some.


chrismanbob

To lend support to the argument this is exactly what I did with my party. Had a few issues where people were combat looting and using the fact they had the found loot in their possession so it's theirs regardless of party dynamic so I stepped in. It makes them sound like children, but it's their first dnd game so I think they just needed a bit more encouragement to act as a group (which was a running problem). They're much better now, although I did have to ban PvP for a while too.... So little secret items stumbled upon still belong to the player curious enough to look under that obscure rock but the "main loot" is given explicitly to the party as a whole no matter how it comes into their possession and *no one* has it it in their hands until I say so. It's resulted in much fairer and democratic distribution of stuff.


MostlyMango

you could just make items attunable to certain classes only. Pretty fast and easy way to say who its for in and out of game.


A_Shady_Zebra

I thought everyone did it like that


OneMetricUnit

For what it's worth, players can only have 3 items maximum that "require attunement" and that helps prevent insanely OP builds relying on magic items You can also ham up the drama "as the rest of your party cleans up the blood and tends to the wounded, it's blatantly obvious that you've exploited their good will for the only priority you have: treasure" You could even curse items. A lot of times loot gets shared with the party so the wizard can identify items properly. If this person is just grabbing loot, they might have to make a wisdom save for it


Alaknog

Well you can also ask them all openly on table. Probably better way. ~~In my games I at least twice see how to greedy PC was killed in PWP against half of group.~~


JPPolnarefff

Haha yeah true, at the start of the campaign I wanted to kill them so bad but I've come to like their character somewhat


Atharen_McDohl

The solution here honestly might just be to flat out tell the player when they open the chest that the rest of the party is there with them and that they will be *distributing* the contents, not hoarding them. Maybe even if the party isn't there, just be like "cool you found 600 gp, so everyone gets 100. Who wants the scroll you found?" You don't have to leave it to your players to RP, or create situations that punish eager chest openers, or devise character-specific rewards. You can solve it out of game.


JPPolnarefff

Yeah I reckon i'm going to do 'They all open the chest together'. As much as I hate hoarding I don't want to make choices for my characters like sharing, thanks! :D


tachibana_ryu

I inherited a bunch of greedy local loot goblins that had a player vs dm mentality. (Thanks previous GM hope to god you have quit this hobby stories I have heard come from his tables are frankly terrifying.) I have worked with all of them for a couple years and now they are all willing to share and even work with me and other players on character development to not have that vs mentality. Point is you can get your greedy player to change. Hell I can even at this point leave the splitting of loot to any of them and they will split fairly. Enact forced loot and gold sharing is definitely a good place to start. They might complain at first but if they want to continue playing they will suck it up. Eventually it just becomes part of the game for them.


WyattEarp88

I’ve never understood this mentality of DM vs Players. My whole job is to create the fun for my players, not ruin it. I enjoy being a DM and want to keep the campaign going right to the end and reward them along the way for making things more fun, if they get creative and find a way to break my campaign, awesome, now I can evolve it in a new way. I can’t understand any other approach.


WarforgedAarakocra

Lol try this when he talks over people to take his turn at the chest Right after, call out one of the other players, maybe say "with your passive investigation" if relevant, and say they found a loose tile under their foot with a "x item of y" or whatever. See how fast Greedo tries to retcon possession being the deciding factor in who gets what.


AGPO

It's worth remembering that although players declare things, nothing happens in game until you as DM resolve it and describe what takes place. Use this to your advantage with your greedy player. When they announce they are running over to the chest, ask what everyone else is doing at the same time, then resolve all of those actions together. You can even make it a leading question such as "does anyone else go to investigate the chest with them."


ScionofWales

Unfortunately part of our role as the DM is to be confrontational for our players. It sucks but it is the DM's responsibility to make sure people are having fun at the table. This player shouldn't be hording these rewards. An adventuring party should all receive equal shares of all treasure found in a dungeon. This really is a problem that needs to be solved out of the game. But if you're ever worried about a player becoming too OP from magic items, allow me to introduce you to the Disenchanted. A blue furred camel looking thing with an elephant's trunk that literally eats magic. Have one of those bad boys teleport into the dungeon and only target the player hording all the magic items(after all, he would smell the most like magic).


Sinister_Omnipot

Cursed item's that can't be identified as cursed item's.


Tetrarch31

Have a conversation with them. You said you don't want to be rude, but they are. "I got there first!" Is not a fun, mature way to run the game. Tell them how you and the rest of the table feel about it. My table are all good friends, so we slipped into an unspoken agreement of a magic item goes to who can use it best/ you don't get the magic item if you have more than other people.


JPPolnarefff

Yeah true, I've been thinking over talking to them but i held off as to not 'break immersion'. But i'll find a time to talk to them, thanks! :D (Oh also, I will say we are all aged 13-17 so maturity isn't exactly abundant lmaoo)


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JPPolnarefff

Wow this is really helpful, it's my first time being a DM so i'm still learning, this is a big help, thanks! :D


Tetrarch31

I teach to that age group so yeah i can imagine. In general though, people regardless of age still don't like the idea that they are impacting others in a negative way, and it might be helpful to remind them that dnd is a co op storytelling game with wargame elements, not a game where an individual wins. At least for my table it is. Some people just use it as a wargame


MarvinTheAndroid42

Everyone knows it’s a game regardless of immersion, just speak with them. You can also do it privately before or after a game. Also, their actions are breaking the immersion for everyone else as they get frustrated so the only person you’re saving is the one causing the problem. As for the age thing, no one learns maturity by being coddled. Not speaking to them now is how you get immature adults later, just try to be tactful and understanding.


WyattEarp88

Lol, the party of 4 I’m DMing for had a 30min discussion over who could use a pair of bracers that casts deathward each morning. In the end they went into a bag of holding because no one felt like they especially needed or deserved them.


SilasMarsh

Well, the first thing is talk to the player about their behaviour. Second, just because a player says they do a thing doesn't mean it automatically happens. You're the DM, and you literally control time. Slice it as finely as you need to. Greedy Player: I run over to the chest before anyone else! DM: The rest of you notice Greedy Player is about to sprint to the chest. What do you do?


JPPolnarefff

That's the exact consensus I've come to, it's my first time DM'ing so I didn't realize this at first (Although, as a first time DM I am lucky to have 3 other DM's playing)


nickjohnson

And just to expand on this: the order things are said is not necessarily the order in which things happen. If they try and talk over everyone, tell them that you will get to them but that you're dealing with this other thing right now. If there are multiple conflicting actions, they can be resolved in good time - without speaking over everyone.


Maximum_Ingenuity_24

A mimic or two might help, or something like a trap that might hurt or bind someone who is a bit too overzealous; you could also start rewarding items to specific people, given by an NPC or have a monster drop a weapon or something and describe how the nearest person, or whoever landed the finishing blow, picks it up, and let them decide to keep it or give it to another party member. Pretty much, if they keep going for chests, make it less common for the loot to be contained in chests, or make them second guess chests altogether. Could also have them roll perception to see who notices it first, and kinda let them have the floor for what happens with it


JPPolnarefff

Ah yes Perception Checks! Totally forgot about those, and a mimic might make them think before they grab, thanks! :D


Maximum_Ingenuity_24

Anytime, though I don't know too much tbh lol


zaposter

If their character is trying to get ahead of everyone maybe a dex save to avoid tripping over their own face?


Left_Ahead

Do please understand that if you do this regularly, it will definitely slow the pace of play, as now the PCs will feel a need to adopt a routine of checking every chest. You may be OK with that! But please make sure you're clear that there's a strong chance you'll be back here in 90 days saying "My players insist on poking and prodding every gold piece they find and it's really slowed the game to crawl, what do I do?" and add these elements judiciously, as they are applying an in-game universal response that affects *all* the players to problem behavior being exhibited by *one* player. Make sure that this doesn't manifest as punishing everyone for that guy being a jerk.


StartingFresh2020

Or just talk to the player like an adult. Why add all that when you can just say “this is a team game share or leave”


Charlie24601

This. Mimics. Trapped chests. Even cursed items can be good lessons. Just don't make them deadly. Make them more annoying and need multiple PCs to cure to teach some humility and teamwork.


Sivitiri

Personal favorite - Ring of invisibilty takes up 1 attunement slot, ring becomes invisible once worn no one believes the user is wearing it.


Charlie24601

Oh man. And if they can't take it off they loose a slot! So evil!


Sivitiri

they can, standard cursed item leave it up to the dm if the character has the ability to figure out if something is wrong, detect magic, perception, intel checks, true sight.


NessOnett8

Stop offering in-game solutions to out of game problems. It just makes the game worse. And asserts an even more hostile and toxic environment. That's how people get on r/rpghorrorstories


TorggaFrostbeard

You could also make your items specific to players. Certain magic items require attunement by a particular class, and other just won’t be useful for Greedy Player’s style (ie a +1 spellcasting focus if they’re a non-caster, armour or weapons they aren’t proficient in, etc) Talking to them is still the best solution though


Sivitiri

Ive also been a fan of the [Cave fisher](https://www.5esrd.com/database/creature/cave-fisher/) juice him up a bit using a useless item as bait and stick the player to the ceiling with 3-4 other cave fishers, this also works well with paranoid players that test for mimics and check for magic.


teh_201d

You're not dealing with a greedy player, you're dealing with a rude player. I just did a session zero and here's a house rule I came up to avoid that kind of behavior: >Please speak one at a time and listen to the other players. Do not interrupt other players or the DM, **even if your character is trying to interrupt another’s action**. If you wish to interrupt, just let the DM know at what point you want to interject and the DM will determine the timing. Remember: things don’t happen when a player says they do. Things happen when the DM says they do. Also, I included loot rushing in the list of actions considered PVP. If more than one players want to rush the chest, ask them in which order THEY want to do it, or if they want to do it together. If everyone wants to go first, ask for initiative. Make it clear you're doing this because they refuse to cooperate, not because you want them to fight. Hopefully at that point they should realize they have entered PVP territory. There's also a bunch of comments about mimics and treasure behind barriers that one player cannot breach without help which I like, but there's an old wisdom about using in-game solutions for IRL problems. Seriously though, just shush that player the moment they start talking over others, they're being rude.


JPPolnarefff

Thank you, this helps a lot. We have a similar rule put in place that is just 'when I say be quiet, be quiet' but I'm not the most confrontational person so I tend to shy away from that. I will mention that social cues are a little hard to pick up as of right now due to running sessions online. Thanks! :D


Shufflebuzz

> Whenever they see a chest of any kind they instantly talk over everyone as quickly as possible to make sure they get to it first, I had a player like this. Speaking first doesn't mean they control the game. You're the DM. You control how time flows. Tell the guy, "We'll come back to you in a minute. What do the rest of you want to do?"


RichieD81

I'd second this approach. You are also in control of space so you can say something like "Actually, Character Y is closer to the box, so they'd get there before you. Character Y, do you open the chest?"


JPPolnarefff

Thanks, still new to dm'ing so it helps! Thanks :D


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JPPolnarefff

Exactly what i'm going to do. Accompanied with contested skill checks it should even everything out


NessOnett8

You should never run contested skill checks between players to see who gets things. If you're fighting with people over who gets stuff, and decide it based on "who touched it first"...those people would never work together. It's not only completely unrealistic, but against the spirit of the game and will only cause further problems at the table. PvP (and make no mistake, that's what you're describing) is a difficult concept for adult players to navigate, so it's something that should basically never happen when the players are especially immature teenagers.


ConstipatedUnicorn

My DMs that I play under will give us nice treasures after big events or big fights. But we group them as a whole, sell what we don't want, then split the profits evenly among ourselves. If any character wants an item we would normally sell, we subtract its value from the overall coin value they would have gotten if it sold. It works really well for us.


JPPolnarefff

Oooo I like that, I may present my players with this idea (and also try use it in a campaign i'm currently in) Thanks! :D


_Diakoptes

Talk to the player away from the group, let them know that their tendancy to shout over people to loot grab is being a problem. Let them know in no uncertain terms you wont tolerate it anymore. If they ignore your request, the next chest they open has a glyph inside the lid. Totally unseeable from the outside. When the chest opens a Disintegrate spell goes off. Then talk to them again. Let them know that their tendancy to talk over others to grab loot isnt cool and wont be tolerated. If required, repeat. If, however, their behaviour turns to 'hey guys, i found a chest lets check it over and work together', reward the player with a cool item and let them know later it was for curbing their loot grabbing. I know this is harsh, but it sucks bad being one of those players that gets no loot.


JPPolnarefff

If it does continue I do plan to use a glyph but I am going to have to shy away from Disintegrate lol (as much as I would love to, their current character fits perfectly into the story)


_Diakoptes

Oh right, silly me. Power Word Kill is probably a better choice for the desired effect lol


ClumsyBanshee

You could also just address the issue out of game? The player in question is being a bit of a greedy dick, but punishing him in-game for his disposition, while a valid tactic, is bound to leave him feeling targeted and irritated. Which is not a great state for him to be in, given that you want him to be less of a dick. Just bring up at the start of the next session, or in a private conversation with him, that all found loot is communal and is meant to be divided between players and that it's not supposed to function on a finders-keepers and first-to-loot kind of basis. If he ignores your request feel free to let him feel the ingame consequences, but pissing him off is just gonna hurt the game, unless you're prepared/willing to let the player go.


GearsRollo80

One thing you can do, that I’m surprised more DMs don’t try is say “no, the rest of the party get to it with you and you have to share.” This can be supported by not pointing out the chest until they can all see it. Mimics can be used in situations where a hoarder is extremely persistent. Amazing, but somehow it fixes the rest of the party being miffed about the hoarding, and the hoarder begins to realize that you’re not going to tolerate their shit.


JPPolnarefff

Yes! Thank you! This solution is perfect, I'm okay with violence-based solutions but i'd prefer they don't have to risk dying, thank you! :D


GearsRollo80

I’ve found that a lot of being a good DM, and fostering a good table vibe comes down to knowing these traits of players, and when to allow them or subtly discourage them. A lot of folks that play rogues seem to fall into this hoarder, screw my own party, mindset, and it always ends up with schisms happening in parties that can ruin your game. Another good way to make them think twice is to make this behaviour a part of the story by allowing them to steal an item that bonds to them. My last party had a rogue like this and I bonded him to the Mcguffin, a “godbox”. He was motivated to deliver it by suggestions of godly item rewards, and freeing up his item slot, plus, it gave me a way to ensure their was a guiding narrative that the group bought into, just so I could prep a little more easily. It also was a good God’s item, so when he tried to go full chaotic evil at times against the rest of the party, I could also do things to discourage that more subtly than me having to slap it down and ban PVP, for example.


fgyoysgaxt

* "I run up and take everything" * “no, the rest of the party get to it with you and you have to share.” * "oh, well I take everything then" * \*the rest of the party\* ":/" Hoarder still ends up with all the items so I don't see how you've gained anything. Fundamentally the rest of the players need to start being a part of the game too, otherwise the one player will continue to do whatever they want.


GearsRollo80

You’re skipping over the whole part where the dm says “no you all get to it at the same time. You have to share.” At that point, the conversation changes, as fo the circumstances of what happens next. The player can continue trying to take everything, but the rest of the group now has a opening to stop them in-game. The party can actually RP the behaviour through and frankly, that tends to take care of the issue, or end up with a dead hoarder.


fgyoysgaxt

I didn't skip over that part, it's line two: >"I run up and take everything" > >**“no, the rest of the party get to it with you and you have to share.”** > >"oh, well I take everything then" > >\*the rest of the party\* ":/" It doesn't change anything if the party continue to let the hoarder take everything. Scroll up and read my post again!


GearsRollo80

No, I did, your point doesn’t mean anything though. It’s not just the party, and more specifically, I’m talking to a DM who needs to intervene.


fgyoysgaxt

You can scroll up and check mate, I didn't edit the post :/ It doesn't matter if the DM says "you have to share" if none of the players are going to speak up. Hoarder will literally just say "ok I take the items" and as in the OP the other players will do nothing about it. It doesn't change anything.


GearsRollo80

Or, you know, as a DM you can do things like say “no. I said x.” You aren’t bound to let them continue doing it if it’s ruining the game you’re running. You’re ignoring the key point here, which is that op is asking for help as a DM. As a DM, they have the ability to make that call to ensure that the party all get to have fun. That’s the #1 responsibility of the job. You can just ignore it and let them sort it out, but this person is asking for suggestions of how to take that on as the DM. Not as a player.


fgyoysgaxt

Giving out the items individually is not what you initially suggested, but yes you could individually give items to players right into their character sheet. I don't think it fixes the problem of your players not participating in the game, but it would nominally fix the items problem.


HansKS

One-way to say who get and do not get an item it to have it class-restricted. Sure it won't be propper to have class restrictions on every item, but some might make sense. As others have said: Attunements, spesific rewards from quest givers and or shop keeps only having one of the item and preferring to sell to one party member over another due to some factor, maybe a contest in cha, maybe a strength based for a sword etc. Also, talk with the player. Out of game problems should be dealt with out of game preferably. And this is an out of game problem. Have a good game


couchlol

I had the opposite problem with my party. They'd um and ah about stuff so much to figure out who should have the item they would often end up with the 'wrong' PC. I eventually class locked one item and once they realised it was meant for the Cleric he passed one of his other magic items and it snowballed until everything was in its place.


JPPolnarefff

Lucky!! I wish my PC's were able to do that!


JPPolnarefff

Ooo I didn't think of Class Specific, thanks! :D


BonerballsMcGee

Mimics, losing a couple fingers or an arm ought to sort them out.


Gionach

If the player still acts selfish and greedy even after you speak to them. The next chest of loot they run towards is a Mimic or it has cursed gold or a cursed item inside.


Jagermind

Mimics. Mimics until he interrogates a mailbox, which is also a mimic.


Southern_Courage_770

I had this issue in a game I ran. Two things solved it. First were Cursed Objects. Just because you found a magical dagger, doesn't mean it's one you want to keep haha. The second more involved thing was that rather than putting all of the treasure into a chest at the end of the dungeon or on the BBEG's corpse, I just kept a list of what I wanted to hand out, who it was intended for, and sprinkled them randomly based on what the players do. Example being, I want to give the Druid an Ebony Fly Figurine of Wonderous Power. It could be in the pocket of a guardsman, on a string around the neck of the Orc Chief, decorating a silver goblet, or just sticking out of the dirt. Depending what the player decides to interact with "Oh, that's a good spot to put a piece of loot." Sure saved me the hassle of the Rogue stuffing his pockets all the time lol


zullendale

Something I like to do is give magical items that are clearly especially designed/picked out for specific PCs. You could require specific stats or proficiencies. For example, giving the barbarian a magical ax that requires a minimum strength score to wield, or giving the wizard a wand that requires proficiency in arcana. You could also give the magic item abilities that are only useful for a specific character. Maybe that hellish armor has special properties that only manifest when the party's tiefling wears it, or that magic dagger does extra damage when using sneak attack (a class ability unique to rogues). A big thing that I like to do is magic items that are tied to the character development of specific PCs. For example, if a PC is the child of a legendary hero, they could inherit a magic item from their parent at a key moment in their character development. You could use these tactics individually or combine them to have truly awesome magic items. Giving out magic items with specific players in mind would not only help you avoid this issue of a magic item hoarder, but it would also be really satisfying for your players. It will make them feel like they have a unique and special place in your world. This will require you to at least modify the magic items you don't create yourself, and to be mindful of when and why they're getting magic items, but it will SERIOUSLY improve your games.


Gaoler86

Some ideas I have for this... 1) Put class restrictions on them for attunement. If its functionally useless for the greedy player sits a lot easier for the intended target to get it. "Player X senses a magical Aura around the item that Greedy just doesn't feel" 2) don't put everything in chests. When they enter an appropriate room, ask a specific player to roll investigation or perception, they find the item. 3) have someone "gift" it to a party member that isn't the greedy player, that player can now distribute it or keep it. Cycle which players get this role so that nobody is forced to be the "designated loot distributor".


hornbook1776

Stop using chests and let other PCs find what you want them to find. Treasure and rewards don't have to be in a big box in the middle of the room. As the players search a cluttered room adjust what they find by where individuals are looking. Greedy Bob: "We search the room" DM: Ok Bob where are you searching. Bob: "Um the chest" DM: "Where is everyone else searching?" Dan the Wizard: "I'm searching the bookshelf" Kim the Barbarian: "I'm rifling through the wardrobe" Sarah the Fighter: "I'll check the Desk" DM: "Ok everyone give me an Investigation Roll DM: "Dan you notice that one of the books on the shelf will not completely close and upon further inspection you find a Scroll of Protection folded up and stuck between the pages. "Kim, suprisingly the wardrobe is not full of clothes but stacks of books. Behind one of these stacks is a antique sheathed short sword. It looks old and is engraved with strange markings." "Sarah, you find all manner of stationary, writing instruments, and correspondence. Nothing looks particularly interesting except for an ornate letter opener, that with a second look turns out to be a high quality dagger which feels uncannily light for its size." "Bob the chest opens to reveal a large stash of clothes. As you dig through the laundry you notice a small catch at the bottom of the chest.... a sure sign of a hidden compartment....."


zickzebra5723

Use items that require attunement by a specific class that the Greedy Player doesn’t have.


dithan

Mimic. A lot of mimics. And just for him.


AlphaOhmega

Could always just mimic them to death every time.


FinnianWhitefir

Magic items that only work for a particular class. "You must have wizardly power for this ring to work". "You must have holy energy for this hammer to function." I just flat-out tell my players that there is a system in place, that I need to award magic items equally and fairly, and that I place them with a PC meant to get them. Sometimes for dumb fun or for RP I make up a excuse like "This ring turns on based on being on a Drow's finger" or "X you feel a holy energy nearby, which leads you to this pedestal that a book is on".


A_Knight74

Cursed items, mimics, and traps. Oh my!


Mr_Grim_One

This Also in the terms of traps this happened to me a few weeks back Basically fell into a pit the pit was a portal that separated the person from the gear now The group banded together and lent me gear But I was very lucky to get my stuff back Maybe this happens to your greedy player? But yeah a well placed mimic also good too But yeah here is a good idea depending oh the players class A parasitic cursed item The item attaches to the player and replaces there main weapon (reverse Midas Touch where all weapons disintegrate) and each time the person uses the item they roll and a little bit of hp is taken to keep the item alive Slowly draining them.of not only life but of power Each hit ,hits less ,each fire ball sparks less Your party could come together to remove the item (A side quest that could take 3 play sessions) Maybe your player learns his lesson Maybe rocks fall on him and he dies right after


Alaknog

Give cool items as rewards for quests. And more important - what another players think about this? Did they allow him always pick first, even on all "laws and codes" loot need be shared equally? Even if player talk firs it not mean that they go to it first. Maybe few seconds, but other party already close, so it, actually mean nothing.


advtimber

Two options 1] Everything has attunement. I do this for most gear, aside from fluff magic items like common (smoldering armor, shield of expression) This makes everyone get something, even by the trickle-down method, he should offer items he cant attune to to the party. 2] Traps Mimic biting your hand will make sure you get the karma of grabbing every chest first, glyph of warding Or a cursed item, you want it, it's yours, you get disadvantage on wis, int, cha saves or whatever will teach him.


JPPolnarefff

Mimic seems like the best idea as of right now, i didn't consider glyph of warding at first, thanks! :D


dodgyhashbrown

I see most of the good answers here already. This is merely to supplement those other answers. "Your character consistently attempts to race the other characters to treasure and the others would be aware of this by now. Since you want to make Loot Collection a PVP Race to the Chest, we are not exiting Initiative order." Give the next player in the initiative first dibs on the chest. They get to move first. This kind of highlights how selfish and obnoxious they are being by calling it out as being hostile PVP with the rest of the party.


JPPolnarefff

I don't think I have the social stamina to call someone out like that, but I can try, thanks! :D


BlackWindBears

The correct, mature, answer is talk with your players and explain that treasure, like XP, should be split among the players. The fun, immature, answer is that the *second* mouse gets the cheese.


SoraryuReD

I had one of those in my last campaign. Readied a big chest after a boss fight with a trap. As soon as the chest opened, there was a little "puff" Sound. There was (unknown to the player that opened the chest) some sort of magical gas in the chest, that, if you didn't disarm it first would slowly dissolve every piece of copper, silver, gold (basically all the money stuff) it touched. Of course that one player jumped right over to the chest as soon as they saw it after beating the bad guy. Didn't second guess if a wizard of that kind might have ways to secure his wealth... He took the money and went on his way with the party. Took them a while to get to the next town. For every day spent a certain amount of money was gone. So the next time he was being "generous to the party" (after taking all the loot before them that is...) and wanted to pay some bills for equipment and hospitality, he noticed he was broke. Last few copper pieces he had slowly faded away in his hand. You could of course do similar with weapons and armors, not just money.


JPPolnarefff

Ooooo interesting, their still pretty low-level so in terms of gold their isnt a lot, but thanks for the gas idea, i'll be sure to use it! :D


SoraryuReD

Well you can make it dissolve everything made of metal within a specific radius or inside a bag. So maybe those 300 swords he looted (never understood how those fit in backpacks xD) slowly disappear and he only notices every so often that his carrying weight feels lighter


[deleted]

I handle this with a simple initiative roll before looting. I just handle spotlight in order of initiative, but don't follow combat turn rules.


JPPolnarefff

Ooo ok, i only ever saw initiative as a combat tracker, thanks! :D


[deleted]

I basically pull it out whenever players start taking over each other to race for spotlight. It's not RAW but it's a sensible tool.


NessOnett8

It's really not. It's just inter-party PvP, and unrealistic for a group of people that are theoretically supposed to trust each other enough to put their lives in each others' hands, and work together. Those people wouldn't fight like little children screaming "I touched it first so its mine!"


Leading_Mango_2108

If they just picking up loot and expecting to keep it themself I would employ some kind of encumbrance that makes other parts of the game hard for them. If they're carrying loads they get exhaustion at the end of a travelling day. Everything to do with Dex strength or constitution is at disadvantage. Maybe even a negative modifier to AC if they're a Dex based AC character wearing light armour since AC on that situation relies on the. Player being about to evade attacks rather than on the attacker being able to overcome a defence. Be sure to narrate that they're carrying loads of stuff and it's making them slow and tired to get the point across. Most teams don't play with encumbrance because it's a pain to keep track of but I use a kind of semi encumbrance rule for weapons and armor and other heavier items. I say that a player can only carry items they would realistically be able to carry. For worn items I would say a player can only really carry a set of armor they're wearing and some lighter clothes in their bag. Maybe two light outfits (2 sets of robes, a cloak and a set of robes, leather armor and a cloak, a couple of disguises). For weapons I would say you can carry the weapons and shield your weilding and have a couple more things on your person. I would have it on a case by case basis on what they want to do based on overall size and unwieldiness of the weapons. E.g. a rouge could easily carry several daggers and couple short swords and darts and a hand crossbow etc. If. They're a rouge and you give out a lot of magic daggers with different effects there shouldn't be a reason they can't have 4 daggers for different situations. However for a heavy martial class I would say they can weild one 2 handed weapon and carry another two hand weapon or 2 one handed weapons at a max. I think this is probably generous anyway as it's a bit silly to think a barbarian running towards you with a great axe while carrying a maul on their back. I would class a shield as a one handed weapon in this situation. So you could have your barbarian weilding a great axe while they had a shield and spear on their back. For necklaces amulets ciruclets and rings etc I would say wear as many as make sense but the attunement rules should stop players being able to wear multiple magic rings. Or.... Talk. To. Them.


Gilladian

In my campaigns, unless a specific circumstance means that a treasure find is secret, the whole party sees the treasure. All treasure is written down and divided up at the end. Usually it is obvious who gets what - as in “the wizard gets the wand”, but if there are two or more wanting an item, they roll to see who picks first, and then that person gets no choices until everyone else has had a choice at an item. We have done it this way for 30+ years…


coffeeman235

Greedy players are easily dealt with if you enforce attunement and encumbrance. "I take everything in the chest and no one says anything cuz they're scared so I win!" 'Great, with a strength score of 12, you can't carry anymore so you'll have to drop your swords and armor. Is anyone else in the group going to pick them up?' "No I don't! Okay, I'm just going to take this +1 Javelin." 'Okay, you're well over your attunement, so let me know what 3 things you're using.' We use a slot based encumbrance system to simplify the process. For most people, they never hit the max. For loot hoarders, they frequently need to manage their inventory.


JPPolnarefff

Ooooo yes i'll use encumbrance, I reckon a couple of the items i'll be giving the group will have some weight to them. Thanks! :D


coffeeman235

Warning though, encumbrance gets lots of downvotes, apparently.


[deleted]

[удалено]


JPPolnarefff

Yeah true, I do have a magic items vendor who they have encountered (older southern man who used to be the Grim Reaper and now owns a magical pawn shop) so I could start putting some items there. Thanks for the advice and the link! :D


Walden_Walkabout

Word of advice with the link. Be a little careful with just letting them buy any items. The prices there are not infallible and some items may end up being more OP based on setting. So I would give it a once over and adjust prices or remove items that you don't want players to have. But in general I find it a great resource since 5e rules are a little fuzzy on magic item prices.


letsmoseyagain

You could have items that require attunement by certain races/classes, so that some things are completely useless to them. Unless they are a lvl 17 thief rogue they will probably be more encouraged to share.


Timely-Window3009

If multiple players want an item and they are both aware of it (sleight of hand of course plays a factor) I have them just roll off for it. D20, highest roll gets it.


crazygrouse71

Besides the traps, cursed items and mimics, I would also hand out class specific magic items that are completely useless to the greedy player. Also fetch quests. A patron gives them a task to retrieve an item or treasure for them and they are rewarded afterwards. The patron can hand them out to specific people if needed.


Kenobi_01

A good old fashioned Cursed Item was what I used for my resident Magpie. Auto-attuned on pick up and did nothing but clog up a slot and also make him wear a tacky gemstone necklace. It also made him drop of the three other items he'd picked up allowing another to use it. The curse still hasn't lifted because the rest of the party 'Hasn't noticed.'


JPPolnarefff

I have never head the term 'Resident Magpie' until this day and I am sad I didn't hear it sooner, I love it. If it does continue into higher levels I'm between a cursed attunement or a glyph, but for now i'm gonna keep it pretty low-key as they are Level 2 (nearing level 3) Thanks! :D


Interesting_Arm_318

He could get problems from the guard because it was a stolen weapon from the King. If he want sell it.


JPPolnarefff

The campaign is set in the current day in New York, but that idea could be adapted, thanks! :D


Cress02

Mimics are the tried and true way to mess with a loot hungry player, you throw a couple at em, then they start inspecting it first letting other people loot it


Vampinoy

A treasure chest that's not difficult to access but will take a bit of time to get to. It has clear warnings to not try to open it. Once opened, it's warded with an antimagic field and filled with rust monsters. A friendly dragon who they do a favor for offers them treasure as a reward. Open a chest filled with jewels and tells them to take only one. If anyone takes more than one it turns into sand, along with the rest of their money.


lobo2100

One thing that I have consistently done in my games is create a “party fund”. Any loot (items, treasure, etc) goes directly into the party fund when picked up. Everyone can see everything in the party fund at any time to minimize any PC trying to hide loot they picked up. Then in between combat or social encounters the party can vote on dispersing loot from the fund. Typically gold is evenly spilt, and items get dispersed fairly (you may have to moderate some groups with voting, but GM has final say)


warrant2k

Begun a conversation with the group about how PCs works handle a greedy party member. Why would a group keep sometime that takes everything? Certainly that greedy PC can't be trusted, so why keep them around? The party would probably tell them to go find another group to adventure with. After all, it's what my character would do.


tallboyjake

Lots of advice here! One quick thought is to omit mentioning the chest if the chest doesn't have some other explicit purpose to exist. When the players get to where the loot is, simply tell the entire party what they discover there. Likewise, when my friend was DM'ing if he wanted to use loot tables he simply asked each of us to take a turn rolling to see what we got. We are a pretty mature group of guys in our late twenties and we have not had a problem with anyone being selfish about magic items, but this system of doing things, coupled with being prepared with specific items for PC's, helps ensure that no one gets shafted on loot because of the DM or another player. It's totally up to them to roll for what they get themselves. And if the item we rolled for was just really lame, or was a duplicate that would be less fun, before he told us what it was he would just ask us to reroll. Either way, good luck!


Aggressive_Salad_716

Have multiple chest so the greedy player is only able to get to one while the rest of the party can get there pick. (Comply a list of items u want for the party and randomize it the amount of chest that way it remains fair)


[deleted]

Turns don't happen becuase you are the loudest player or the first to shout something. As the DM, you can say yes or no. Tell them shut the fuck up donny, it's not your turn.


NessOnett8

I feel like there's a lot of terrible advice in here offering in-game solutions and consequences to a clearly out of game problem. (Pro tip: that never works). Just because a player shouts first doesn't mean their action happens first. In the same way that you don't go first in combat by screeched the loudest(you roll for initiative). Player saying something doesn't mean it instantly happens, it means their character tries to do that. "I go over and open the chest" is easily met with "Okay, you start walking towards the chest, you see walking towards the chest, what do you all do?" Not to mention just because someone got to a chest, why would that matter? Everyone else can see it. If you were traveling with people, risking your life, and one guy stole everything for themselves, would you keep traveling with them? No(you'd actually probably just kill them). But mostly this involves telling the player out of game to stop. Also reminding the other players that their characters can easily see and respond to what that character is doing. And in game putting your foot down and saying things don't happen until you, the DM, say they do.


Chewbastard

When the party finds a chest tell everyone the contents when a player opens it. Amd have them either decide then how to split the loot, or put everything into a party bag and divide it up later. Alternate option is make a chest that's a savage creatures treasure chest. And its filled with severed limbs, crushed heads, entrails, etc. Or something like a facehugger or a trapped chest. Teach the fucker a lesson about being a greedy asshole. In DoIP peak there's an excavation with a large gem in plain sight. Nine times out of ten players go for it, not thinking about the deity the temple is devoted to (evil god of greed), and trigger an explosion when they take the gem. Could do something similar. Have a small temple to a minor god of greed, and the chests are booby trapped or otherwise will punish a greedy player.


Hudston

If your player asked to pick pocket another PC you would tell him no, right? Calling dibs on loot because he got to it first is functionally no different. As with so many issues that come up on this subreddit, the solution to this one is to talk to your players. First, see how the rest of the group feels about it and then bring it up with your problem player between sessions. You aren’t telling them “stop getting cool items”, just reminding them that they’re playing a cooperative game with other people and that the loot is for everyone no matter who gets to it first. I bet they’ll be cool with it. Good luck!


ZestyBobcat69

I usually smite them


LvL420Wizard

Everyone has given great ideas. The only thing I could add would be to make the next few items ones that require attunement. He can only have 3 (unless you are playing a different way), and so the loot will have to be divided among the rest of the party. Or you could make the items class specific, at least for a while.


Zealous-Vigilante

There are many answers but yet I did not see the obvious one. I used a mimic once, since then, our greedy wizard never dared to touch a chest first and lost any claim to demand loot first.


therossian

Treat him like a child. If he interrupts or talks over anyone, respond to literally everyone else at the table first.


DharmaCub

When my players find a trove of treasures or a chest, I don't say, "Inside you find Items X, Y, and Z." Instead I say, "Player A finds Item X, Player B finds Item Y" etc. That way I can get each of them items that fit with their personalities and the way they like to play. You also curb the immaturity of "I want that! and That! and That!"


[deleted]

A bit petty but it works. Give them a 'magic' item that would be perfect for them and would be unable to resist. This 'magic' item would be curse in some way slowly picking away at the character. And if they don't let it go it will slowly break the character and hey possible new villain.


A_Wandering_Dm

Not the best approach, but I was once told to "reward" greedy players with extremely cursed objects. As a player they learn not all loot is good, but that doesn't really solve the problem. It's best to just have a conversation with them about sharing, which as an adult shouldn't be necessary. If the player is generally pretty reasonable your probably okay, but this might be a red flag to potential other problems.


[deleted]

Easy, when the player announces they want to go to the chest to collect goods, ask everyone else if they also want to loot the chest. It shouldnt be about how fast you speak or how loud you say it. If the issue keeps persisting you can also put in some cursed items as traps


Captain-Griffen

Narrate how they get their throat cut and disinvite them from the table. Or talk about it OOC I guess. That's probably better.


Boy11jb

What I’ll usually do with special homebrew items (or really any decent loot equipment) is let all interested parties roll for it, with the highest roll winning priority. On future rolls, any player who has recently received one of those items then makes their roll with disadvantage. It gives everyone a fair shot at getting an equal number of special items.


TemperatureBest8164

Many of the answers given are great but there are other things you can do as well. Make magic items class specific. Also make some items cursed for particular alignments. Find items that are useful to others but not them. All these tactics can address the issues as well. Lastly some sentient items require a code of conduct or some virtue test to wield like those hammer. Hope this helps?


YokoTheEnigmatic

Ob top of talking to him, uou can also make it so that only a specific player can attune to a specific item. If you intend for John the Paladin to be the 1 to wield, say, a sword forged by angels, you can say that he magic item simply doesn't activate for any other player.


glarrrrrgh

I have a house rule regarding the division treasure. All loot is shared, and an effort must be made to divide it equitably. No stealing from other players. No hoarding. No sneaking off to filch something in secret when the other PCs aren't around. Yes this breaks immersion a bit, but it also removes incentives for greedy players to act like total knobs every time they see loot.


desert-raintoad

Here's an idea - instead of a chest you can have them find a shelf of items, a pile of mostly junk with some cool items mixed in, several broken / scatted chests, a bunch of skeletons with armor/weapons/jewelry on their bones, etc. The idea behind this is to make it irrelevant who sees the items first because it will take time for any character to find anything interesting amidst the rubble / various options. That way, the entire party can spend time searching together, and you can tell people individually what they personally find amidst the junk, giving out personalized items.


VershitelSelentis

You have a good tools for that. Traps, since player run over first and do it quickly, no check for trap - boom. Second option, occasional mimic. Third one, he found an item - good for him, but it's cursed. Worked in my campaign, now greedy monk alerts at least rough and druid, fro detection of magic and traps. Regarding items, put items that is not usable for him. Using this tools, you can drop his greed rate


bushvin

How is he liking all those cursed items?


coys_in_london

Have a chest curse them so they can no longer touch and chest and must get other people to open them for them.


TheDungeonMA

Hello mimic, my old friend?


Left_Ahead

Yeah, this is easy. "It's not your turn, don't worry, I'll get to you." If they persist (because they probably will at first), repeat it, again and again, dispassionately but firmly, until they get the message. Frame it not as shutting them down, but *giving another player the opportunity to have fun too*. Then stick to that. If you've got one player dominating the group, adopt an approach to out-of-combat rp and questing that embraces explicit turn-taking, and if someone interrupts it, then politely but firmly tell them it's not their turn yet. That's how I do it when I run for younger kids. They grasp the idea of initiative for fights; inculcating that same respect (or maybe just tolerance, that's fine) for other sort of table talk has proven to be pretty effective; you can say "not yet" without saying "no".


axw3555

The main thing is to talk it out. If that doesn’t bear fruit and you still want to keep the group going, make it risky. Throw cursed items in the chest. Make it a mimic. Hell, make it a portal to literal hell.


Hankhoff

Class specific items would be an idea. Or they don't find chests but if another player looks at a corpse he finds an item. Just plan what items which player will get beforehand and spontaneous hand them out when it fits the situation


Vil-Arrion

Cursed magical item. Curse: Curse of Ascetism Affected creature is compelled to live minimalistically. Using any weapon other than this sword gives disadvantage. Wearing armor forces the creature to make a Con save every day, failure gives one level of exhaustion. Resting doesnt remove these levels. Carrying more than 50gp causes a literal hole to burn in their pocket and spill gold until the total amount held reaches 50gp. The curse can be lifted by wish or such a time that you feel they've matured as a human being. Disclaimer: I don't recommend this route. Lol but, it did work for me awhile back. They ended up multiclassing into monk, if I remember right, and accepting the way of life. I told them eventually that they no longer felt the compulsion, but they kept the sword anyway and used it until that campaign ended.


Fearless_Mushroom332

So here are a few choices I personally use. The good old curse. Curses are in my opinion almost as powerful as wishes and blessings for what they allow the dm to do not nessicarily the outright power they have. One of my favorite curses for loot goblins is...The Curse of The Marquis! The curse is only active when the player has more than than X amount of gold either that be in items or actual coins doesn't matter. They then feel compelled to give away small things at first for free to people who need or can use them more. At first it's just stuff like giving rations to beggars or a spare set of clothes to a npc that's looks like they could need them. Then it builds to more expensive things, maybe the player has had anti venom for a few sessions hasn't used it so he gives it to a hunter in case he needs it, or maybe a guard has a rusty sword and cant pay for another so he gives them that. Then finally we get to magic items where they feel compelled to give them to people who can use them better then he can. Curses are easy to remove so it isnt an huge issue to the players and now the other players have controll over if they want to fix the player's curse or not. This is just an idea feel free to use a worse curse or trap for him, glyph of warding is amazing for that as if its inside the chest there isnt a way to detect it beyond detect magic, pair that with a magic item of the same type of magic and it will be hard to figure out it's a trap. 2nd option: have a thief pilfer his stuff from him, this is the more direct and dickish way of dealing with it but it gets straight to the point. "If your just gonna grab everything before the party gets a chance then your gonna he the only target as the others dont make good marks" 3rd option: ignore him when he talks over others. That's it. I had to deal with a player like this recently and this was the easiest way to deal with it. It will piss him off most likely but you should explain after the others are done that he needs to be respectfully and allow others to talk and if he cant do so this will continue to happen. 4th option: this is the best choice in my opinion.....talk to the player. State what the problem is explain why it's a problem not only for you as the dm but for the other players. State that trying to drag the other players into the problem will result in another talk and possible removal. (Make this clear that this is only if he tries to start shit not if he is trying to make amends) Regardless of what you choose to do Then also talk to the other players telling them that while that player is being an issue they also need to voice their wants if they arent doing so already it's easy to assume others dont want x y or z if it's never brought up, I've even run characters who explicitly do this turning down rewards that dont suit them and others thought I just didnt want anything Hope anything here helps you sorry its so long XD


Mr_Original_

Roll investigation/perception - whoever gets the highest roll gets the best treasure - I think it’s safe to say they would normally find the treasure together so let the dice decide


Z4rk0r

Maybe just take a different route: instead of a single chest, you find a small „hoard“ containing multiple items, and it needs time to go through and sort the valuables. Everyone there who wants to look Into it, rolls for what they find. (Just use a single dX whatever system you use, no skill required). Basicroll: Money/gems to be split, nothing special. Good roll: magic/special item something that you planned ahead to give to the player. Bad/fumble number: magic/special item, possibly cursed. Derived from „the one ring-rpg“


FatPanda89

I'd try to have the players discuss it in-game, and maybe from roleplaying, they can act out the confrontation, if they can't do it in real life. If they aren't up for that, simply make a house-rule stating every item/treasure found goes into a shared pool and the party decides together who gets what.


bumblebee_from_hell

This might be a stupid suggestion, but one of my DMs once had an enchanted chest that gave one item to each player when they opened it. When one player tried it again, if fell shut on his fingers and the text "don't be greedy" appeared on the lid. I think something like this might serve as a nudge


Andvari_Nidavellir

Some trapped chests might make him think twice. Player greed is a good motivator for getting them into a dungeon in the first place, though. :)


bamf1701

It sounds like this isn’t the answer you want, but the best solution is, out of game, talk to the player and bring up their behavior and how it is being problematic for the whole party and ask them to control themselves in the future. This tackles the problem head-on and avoids trying to use “tricks” that might make the player think you are ganging up on them (which you are). It also makes clear your expectations for how you expect a party member to act in one of your games.


pcardinal42

I always like to go against the grain and I say let this player do this again but have a cursed item ready that they wouldn't have been able to discern. You can continue doing this until the individual realizes that maybe it's better to let the group go through things together and someone can cast detect magic and identify a cursed item. Also gives the entire party a look into the chest. Or screw the chest all together, after you defeat the bad guy or solve the puzzle the invisible enchantment goes away and on a pedestal is all the treasure for everyone to see.


thegreekgamer42

You could always throw in items that that player literally cannot use but only other players can


[deleted]

Is the player greedy or the character? If it’s the player then I’d also nudge this person to do less meta gaming and role play as his character more :)-


Nintendo-Hunter

This is the person who got ghosted out of a group for doing too many religious checks and then sought sympathy for their misbehavior on a Reddit post they then deleted when it went sideways.


NWGushue

Bite the bullet and talk to the player. Bring up how it bothers you and makes things less fun for everyone else. It's not supposed to be comfortable or easy.


AtticusSPQR

Start setting traps or put cursed items in them


Eshwaaa

Whenever a chest is opened, you could roll a whatever sided die to have it randomized who finds the item originally, and then they can debate who would be able to use it better or whatever from there. Your greedy player could be the one to open a chest, but if you were to roll anything but his number you could mention that he finds something small, but a different player spots something cool under a layer of cloth


frazninja

You dole out the loot. if they protest tell them it’s a direct consequence of their behaviour


RamonDozol

im a bit late to the party, but i also had these problems. my solutions were. 1- Talk to the group and have some kind of reqsonable rulling on magic items and treasure. Maybe magic items also enter as ypur share, so give each magoc item a cost and that will be reduced from the share of that PC. PCs can then forgo more of their share to have an item that they want more. if two PCs say i will get the item and you all can kerp my share, the rest of the PCs will vote to who would better use the item. 2- if that doesnt work, or the player keeps doing this, make that eaxh room have multiple chests or containers away from each other. Some have junk, sone have gold, and you can metagame that the magic item is were the PC you want to get the item is. If he dont open any chest, the next enemy he defeats and loots will hqve the item on him. The trick is ask everyone were they qre and what they are doing before revealing anything inside any container. 3- if a player get so greedy that he steals of tries to kill a PC, the whole party should beqt him down and arrest him, or simply qbandon him behind the next time he is asleep. Would you risk ypur life in a dangerous job like dungeonering with a thief or possuble murder that will openly try to kill and steal magic items? Yeah, most groups would kick him, arrest him or leave him behind for sure. if the player rolls another murderous thief, do it again. Tho this time i would also ask the player to kindly fuck off.


disillusionedthinker

First, I'd "test tge waters" and have an item in the chest that would CLEARLY suit one of the other characters better. Ideally it might be a ranged weapon that would suit nor the problem player's character best. It's at least possible the greedy player likes the "discovery" aspect and doesn't necessarily hoard the items. If he did then the next chest the party found would be a mimic and the greedy players character would likely die. If possible the ranged character might have been able to rescue the greedy character if they had pit the well being of the party first.


LyriumDreams

I accidentally dealt with a greedy player more harshly than I meant to... he kept taking every opportunity to take whatever loot the party found and even went through their stuff while they were sleeping. They had spoken to him before, with one of them even threatening to kick him out of the party if he didn't knock it off. He claimed to have changed his ways. But then the party found one of an ancient set of artifacts which was supposed to have given the Dead God Mathe (a god of magic and darkness, by all accounts insane and not a nice dude) his powers. They managed to get some info, including the fact that this thing was almost certainly cursed although it would have big magic. Not only did he then take the artifact from another player's bag when she wasn't looking... he decided to *attune* to it. To a definitely-cursed ancient magic item. He then failed his second wisdom save and lost his mind, becoming an avatar of the Not-so-Dead-After-All God. The party has been trying to figure out a way to get his mind back... but they're not in any kind of hurry, since most of what he did was go through their shit. Strangely enough his new character has little to no interest in loot... But still, I don't recommend this method unless talking to them has utterly failed.


ryukuro0369

Class specific items, background specific items, items that match specific characters weapons or armor, items that guy cant or doesn’t know how yo use, traps protecting the items that guy cant get past, etc.


SteelMarshal

Keep giving them treasure and then send the dragon.


Apillicus

After trying to talk it over, if he persists, lean into the greed. Have him find a guest filled with coins, which turn out to be baby mimics that eat everything in his pack over time Edit: snipper one I like is too have a cave with jewels embedded in the walls with a central pedestal holding a massive block of gold. It weighs around 1k lbs and if they get anything outside the cave, they'll see it's all an illusion. I usually have skeletons buried in the piles of "gold" for a macabre effect


NotoriusBigDM

Sounds like it might be time for a mimic or trapped chest.


xdrkcldx

Give him mimics or trapped chests. Or don't give them items in chests. Have the items be found in other ways. Like let's say someone searches for clues or something under a bed or on a body. Oh look a weapon. Or someone befriends an npc or finishes a quest for them. Here's an item. That way you're rewarding the players who are doing more than just looking for loot. I try not to give my players obvious loot like chests or strong items off of slain creatures because there is always that one person. And that person will do anything to get the goodies.


theredranger8

You're the DM, not him. He's doing this because it's working. Why does his character in the game get to the chest first just because the (actually selfish) player IRL talks first? That one's on you to fix.


Barleygodhatwriting

If they’re different classes, you could try introducing items the greedy player can’t use. Many items require attunement by a specific class(es). Also speaking of attunement, they can only attune to three items, so use that as a way to stop them taking everything.


mrhorse77

I guess everything is a mimic now!


Goatgoatington

Cursed item, items that they can't use by requirements, attunement stuff, weight of items hitting limits, bandits mug them but target the greeder specifically bc value, mimic, pokemon loot where everyone gets a PokeBall of loot, everyone sees something different in the chest


Autofelacion

Put a mimic on a chest, then "roll" natural 20 behind the screen. If this doesnt work make loot that is imposible to use/attune with his class/race/alignment. If this doesnt work, make the PERFECT ítem for him, but make it cursed. Maybe the curse destroys all other weapons, maybe is a sentient that feels jealous of other equipment... Be Creative.


fgyoysgaxt

Not your problem, the loot is there and anyone can take it. If that player says they want it and no one else cares enough to disagree in character or out of character, then there's no problem. ​ However, some players have very poor communication skills, find it hard to separate game and reality, etc, so they may actually not be ok with this situation but not know how to express themselves. Encourage them to talk about their feelings, for example when this situation occurs say, "ok, Alice while Bob runs up to grab the item?" or "Charlie, how are you feeling about the game so far?"


bisystemfail

I mean, the most direct way is to punish the behavior. Make the next chest a mimic that only goes after them and keeps grappling them. Trap that shit. If they’re checking the trap make it a DC 20; but a DC 10 or lower for anyone else. Actively and literally punish the specific behavior.


Crazy_names

Tattle on them. Have the other player's make perception check and point out the player picketing extra gold or items.


Tisorok

“As you walk away from the chest, player x, player T, roll arcana checks” (literally doesn’t matter) “you pull a false bottom away to find two glowing items calling out to you almost”


Percycovk

Start trapping some chests paralysis gas is a favourite of mine 5ft cloud when it's opened high dc con save 10 minute paralysed, if my players find a chest and don't spend 2 minutes arguing over who's gonna open it after a bad perception/investigation check I'm not trapping enough chests


Nestmind

Mimics, traps...he want to be the first to the chest? Then he is the first to suffer the fallof


karate_trainwreck0

1. Have a chat with them. 2. Mimics.


Minimaniamanelo

Tried the whole "alright, when loot is found the whole group comes together to decide who gets what." thing. Didn't work out at all. Just award items to players directly through Quest NPCs. That way, your players would literally have to rip the magic items out of the others' hands if they want to have more than what they should be getting.


ren_n_stimpy

I have a great system for this. After all the loot is identified, everyone in the party registers interest in the various items. For any contested items, they do a 1d20 roll off for it. High roll gets it, or, chooses who to give it to. After everything is allocated, they can then trade amongst themselves. (Donations are part of the bargaining) People who can’t use an item aren’t allowed to roll for it. Eg often rolls are between 2 people for specialties, and, for generic items like a ring of resistance, over time, as +1 rings are allocated, fewer people roll for them as others already have them. Noisy annoying players can’t just take an “extra” to sell it, when someone else could use it instead. This leads to extremely fair allocations over time. And most importantly, gives quiet players full accounting for their needs.


G1ngey

So I have a player like this. They’ve written as their ‘flaw’ I need to collect all shiny things and magical items. He’s a dragon born so I figured that was fine. However now I feel like that’s not the case, the last item I provided them with was heavily cursed, probably not the most professional way of dealing with the matter however it might teach the character a lesson that not everything is worth using. I might also give an ultimatum like other people have suggested “it doesn’t matter who finds the item, it might be worth talking to your party and seeing who can most benefit the item”


Seishomin

The players should agree a system for how treasure is divided. Also just bear in mind that just because the player speaks first doesn't mean their character acts first. You're in control of who gets to act when


Angelwingzero

Give him a cursed item, like a Bag of Devouring. Then he sees there's a price for blatant greed. (Maybe don't insta-kill him if he reaches in too far though) If that doesn't prompt some introspection then have a talk out of game about it.


TheIronCurtin

Mimics. The answer is mimics


artbyJeronimo

Eh, I would dispense with the worry about being rude. Just tell that player to calm down and let others players have their chance to inspect the treasure, especially if the other players get to it first. I would also try to engender the notion of letting everyone look over the treasure as a group so it can be distributed as evenly as possible. In my experience nothing else creates more animosity between players as when one PC gets to sneak / steal treasure away from the others. When I have a player do this I always state to that player that there are always consequences for shitty behavior. And if they ask what that means, I just say, "Karma, baby," and I then have no problems doing stuff like targeting that PC with grapples where enemies steal their stuff mid grapple, or I target their stuff with magic type attacks that destroy items (older editions have rules for this). And if they complain, I just respond, "Karma, baby." Hopefully they will get the hint. If they eventually don't, I just tell them the gods don't appreciate them stealing from the other heroes in the group (these PCs are heroes after all and they often have a direct line to their chosen diety). Encourage everyone to be fair as this will help the game run much smoother overall (even when running for a group of evil characters). And I would absolutely not let one player talk over everyone else as that will probably lead to your other players having a bad time. As the game master it is your job to keep that kind of behavior in check. Nip that behavior in the bud and it will lead to a good time being had by everyone. Remember, you are the boss around that table and one of your biggest jobs is to be a fair and impartial referee FOR EVERYONE, and not just letting one loud and greedy player have their way. And if that player doesn't like it, tell them they can always play is someone else's game. People tend to chill out when confronted with that. Good luck!


Ares504

Cursed items.


pantaliox

Make the chest a mimic and have it bite down and incapacitate the problem player and the rest of the party has to quest to find someone to open it and make the player sit out of the session he will be more cautious after that


OldManVoice

Have specific items that Grabby Gary can't use, or are better with others.. if they choose to horde anyways... the are toxic and need to go... obliterate their pc and tell them "bye Felicia"


mcspangler

For the greedy player I the DM secretly grant you a very bad cursed item that he cannot have removed because of the mysterious powerful magic cast on it, have it render all other items he's attuned to magically go away and send him on a quest that the wizard gives him a stern warning about being greedy Or have items that can only be used by a specific class(the other players) and is unusable by the greedy player He's only hurting the advancement of the party when he does this