Difference between revisions of "MRPG Loot Generation"
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+ | Loot generates according to the level of the [[MPNP Modules|module]]. Many modules might include specific named-items, but whenever random loot is called for, use the following rules. | ||
+ | |||
+ | ==Equip Items== | ||
+ | Equip items include all weapons, armor, and jewelry. While the game has 22 different equipment slots, there are effectively 12(each ear and each hand can be counted as 1 slot, pluss all the rings count as 1). However, as weapons are the most important, they should drop most often. Roll 1d20 and refer to the chart: | ||
+ | |||
+ | <table border="1"> | ||
+ | <tr><td>'''#'''</td><td>'''Slot:'''</td></tr> | ||
+ | <tr><td>1</td><td>Weapon/Shield</td></tr> | ||
+ | <tr><td>2</td><td>Ring</td></tr> | ||
+ | <tr><td>3</td><td>Feet</td></tr> | ||
+ | <tr><td>4</td><td>Weapon/Shield</td></tr> | ||
+ | <tr><td>5</td><td>Weapon/Shield</td></tr> | ||
+ | <tr><td>6</td><td>Head</td></tr> | ||
+ | <tr><td>7</td><td>Wrists</td></tr> | ||
+ | <tr><td>8</td><td>Weapon/Shield</td></tr> | ||
+ | <tr><td>9</td><td>Ring</td></tr> | ||
+ | <tr><td>10</td><td>Hands</td></tr> | ||
+ | <tr><td>11</td><td>Weapon/Shield</td></tr> | ||
+ | <tr><td>12</td><td>Earing</td></tr> | ||
+ | <tr><td>13</td><td>Weapon/Shield</td></tr> | ||
+ | <tr><td>14</td><td>Necklace</td></tr> | ||
+ | <tr><td>15</td><td>Chest</td></tr> | ||
+ | <tr><td>16</td><td>Weapon/Shield</td></tr> | ||
+ | <tr><td>17</td><td>Shins</td></tr> | ||
+ | <tr><td>18</td><td>Legs</td></tr> | ||
+ | <tr><td>19</td><td>Weapon/Shield</td></tr> | ||
+ | <tr><td>20</td><td>Shoulders</td></tr> | ||
+ | </table> | ||
+ | |||
+ | ==See Also:== | ||
+ | *[[Mage Wars RPG]] | ||
+ | |||
+ | [[Category:Mage Wars RPG]] | ||
+ | |||
+ | <!-- | ||
+ | Old: | ||
+ | |||
Because of the high-complexity of the game and massive quantity of available effects, a series of loot-rules needs to be created in order to determine when and what is provided. These rules need to ensure that melees do not end up with mage gear, and vice-versa, and to ensure the items produced are usable within the class(a ranger will likely have little use for a greataxe). A simple solution to this might be simply to only let raw ingredients drop, and rely on crafting in order to advance in gear. | Because of the high-complexity of the game and massive quantity of available effects, a series of loot-rules needs to be created in order to determine when and what is provided. These rules need to ensure that melees do not end up with mage gear, and vice-versa, and to ensure the items produced are usable within the class(a ranger will likely have little use for a greataxe). A simple solution to this might be simply to only let raw ingredients drop, and rely on crafting in order to advance in gear. | ||
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Revision as of 22:04, 28 November 2012
Loot generates according to the level of the module. Many modules might include specific named-items, but whenever random loot is called for, use the following rules.
Equip Items
Equip items include all weapons, armor, and jewelry. While the game has 22 different equipment slots, there are effectively 12(each ear and each hand can be counted as 1 slot, pluss all the rings count as 1). However, as weapons are the most important, they should drop most often. Roll 1d20 and refer to the chart:
# | Slot: |
1 | Weapon/Shield |
2 | Ring |
3 | Feet |
4 | Weapon/Shield |
5 | Weapon/Shield |
6 | Head |
7 | Wrists |
8 | Weapon/Shield |
9 | Ring |
10 | Hands |
11 | Weapon/Shield |
12 | Earing |
13 | Weapon/Shield |
14 | Necklace |
15 | Chest |
16 | Weapon/Shield |
17 | Shins |
18 | Legs |
19 | Weapon/Shield |
20 | Shoulders |
See Also: