Difference between revisions of "MRPG Loot Generation"
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==Containers== | ==Containers== | ||
Containers come in 3 Classifications: | Containers come in 3 Classifications: | ||
− | *''Small:''' contains only money and tiny, very small, and small items such as gems, jewelry, or the smallest size of a [[MRPG Materials|material]]. | + | *'''Small:''' contains only money and tiny, very small, and small items such as gems, jewelry, or the smallest size of a [[MRPG Materials|material]]. |
− | *'''Medium:'' contains tiny to medium items. | + | *'''Medium:''' contains tiny to medium items. |
*'''Large:''' Contains all sizes of items. | *'''Large:''' Contains all sizes of items. | ||
Revision as of 22:35, 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.
Containers
Containers come in 3 Classifications:
- Small: contains only money and tiny, very small, and small items such as gems, jewelry, or the smallest size of a material.
- Medium: contains tiny to medium items.
- Large: Contains all sizes of items.
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:
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 |
Weapons and Armor
Once the set-piece has been determined.
See Also: