Part of Arcane Armory — the campaign armory · Roadmap

The Loot Elevation Bet

Live since 2026-10-07.

Last updated 2026-10-08 · What's changed

Dividing the treasure, done better

Party treasure lands in the pool, and now you say what you want. On each item, tap I want it or Pass for your own character, and everyone at the table sees who wants what. Nobody can speak for your character but you.

What happens next is up to your DM, with the fair way one tap away:

  • One of you wants it. Your DM taps Give to … with your character's name, and it lands in your pack.
  • Several of you want it. Your DM taps Roll for it. The Armory rolls a die for each of you, in the open, and the dice show on the item for everyone. The high roll is on your DM's Give to … button. A tie at the top gets Roll again for the tie, for the tied characters only.
  • Your DM still decides. They can give an item to someone else when the story says so, clear a want, or tag the item for sale.

A roll stands. If you pass and then want the item again, you keep the die you had; only your DM's Roll again for the tie rolls it afresh.

Gold works the way the table agrees. Sold loot goes into the Gold Pool, and your DM pays it out in shares that start even and can be changed, so someone who is away or already took a cut can be left out. If the gold on your character is wrong, fix your own purse from the Ledger; your DM sees every change there.

Voting is gone. A vote you cast for your own character before the change became I want it.

Your DM's Quartermaster keeps up. It sees who wants each item, who passed and how the dice fell, and it can call for a roll or pay out gold in the shares your DM picks, each only once your DM agrees. The Armory still rolls every die, and only you can say what your character wants.

If an item went to the wrong person, your DM can take it back from the Claimed list, as long as it is still in that character's pack as it was given. It goes back up for grabs, and who wanted it stays on the card. Once it has been sold or split, it stays where it is and you sort it out at the table.

A bigger idea was explored too: planned treasure, with wish lists you keep and parcels your DM lines up for each level. That stays on hold until a DM asks for help deciding what to give, or players ask to tell their DM what they hope to find.

Changes

  • 2026-10-08 Using a potion at the same moment as selling one can no longer leave you paid for one you kept: each use takes exactly one from the stack, and if none is left it says so. Using an item at the moment your DM takes it back no longer ends in an error: one of the two happens, and the other plainly says the item is gone.
  • 2026-10-07 Building has started, with a step you cannot see yet: party loot now has a place to remember who wants each item and who passed, ready for “I want it” and “Pass” to reach the page.
  • 2026-10-07 You can fix your own purse: “Fix a purse…” in the Ledger changes your character’s gold, no approval needed. Your DM sees each change in the Ledger as “Changed by the player” and can fix any purse at the table, shown as “Fixed by the DM”. No purse can go below 0.
  • 2026-10-07 Pay out your way: on the Gold Pool, your DM’s “Pay out…” starts with even shares and lets them change any share or leave someone out. Whatever isn’t paid stays in the pool. It replaces “Distribute Evenly”.
  • 2026-10-07 Another step you cannot see yet: the rules behind “I want it” and “Pass” are in place. Only you can speak for your own character, only your DM can call for a roll, and the dice are always rolled by the Armory — a roll never comes from anyone’s screen. Your DM still hands the item over.
  • 2026-10-07 Shipped: say what you want. On each item in the party pool, tap “I want it” or “Pass” for your own character, and everyone at the table sees who wants what. When one of you wants it, your DM taps “Give to …” and it lands in that character’s pack. When several of you do, your DM taps “Roll for it”, the Armory rolls a die for each of you in the open, and the high roll shows on your DM’s “Give to …” button; a tie gets “Roll again for the tie”. Your DM still decides, and can give it to someone else. Voting is gone: a vote you cast for your own character became “I want it”. Still to come: your DM taking back an item given by mistake, and the Quartermaster reading your wants.
  • 2026-10-07 The Quartermaster keeps up: your DM’s Quartermaster now sees who wants each item, who passed and how the dice fell. It can call “Roll for it”, and pay out the Gold Pool in the shares your DM picks, each only after your DM agrees. The Armory still rolls every die, only you speak for your character, and if it suggests giving an item to someone other than the high roll, it says so first.
  • 2026-10-07 Your DM can take it back: if an item went to the wrong person, “Take it back” on the Claimed list returns it to the pool, up for grabs again, with who wanted it still on the card. It works only while the item is still in that character’s pack as it was given; once it has been sold or split, it stays put and you sort it out at the table.
  • 2026-10-07 A tidy-up you cannot see: the old votes are now removed for good. Each vote you cast for your own character already became “I want it” when the new way went live, so nothing on your screen changes.
  • 2026-10-06 Taken off the shelf and planned. Voting gives way to saying what you want: each player marks an item “I want it” or “Pass” for their own character, and when two of you want the same thing the dice decide who gets first claim, with your DM still handing it over. Your DM pays out the gold in shares they can change, can take back an item given by mistake, and you can fix your own purse, which your DM sees in the Ledger. The bigger idea, planned treasure and wish lists, stays on hold. Architecture page published.
  • 2026-10-06 Fixes to party loot: an item can't be given out twice, sold loot no longer pays out twice — the money goes to the pool — and gold moved at the same moment as a purchase is no longer lost.
  • 2026-07-21 Two shapes explored and written up; parked rather than built on a guess.