Difference between revisions of "MRPG Loot Generation"
Line 25: | Line 25: | ||
The module will recommend an assortment of items to be found in a given container. The instructions might give a specific list, or ask you to roll on random numbers of ingredients, equip items, or use items. | The module will recommend an assortment of items to be found in a given container. The instructions might give a specific list, or ask you to roll on random numbers of ingredients, equip items, or use items. | ||
+ | |||
+ | Alternatively, if you are building your own module from scratch, here is a random dice table you can work with. Containers have 5 ratings(1-5), roll a d6, if it lands on six, the container explodes and deals 10d10 damage to all party members, that should be fun. Also remember as the GM you have the privilege of deciding what your dice landed on. Assuming you get a 1-5, roll 1-5d20 and use the table bellow(If it lands on a 3, you roll 3d20s, if its a 5, 5d20s, etc): | ||
+ | |||
+ | <table border="1"> | ||
+ | <!-- 1-20 table starts here --> | ||
+ | <tr><td>'''1-20'''</td><td>1-20 table goes here</td></tr> | ||
+ | <!-- 1-20 table end here --> | ||
+ | |||
+ | <!-- 1-20 table starts here --> | ||
+ | <tr><td>'''21-40'''</td><td>21-40 table goes here</td></tr> | ||
+ | <!-- 1-20 table starts here --> | ||
+ | |||
+ | <!-- 1-20 table starts here --> | ||
+ | <tr><td>'''41-60'''</td><td>41-60 table goes here</td></tr> | ||
+ | <!-- 1-20 table starts here --> | ||
+ | |||
+ | <!-- 1-20 table starts here --> | ||
+ | <tr><td>'''61-80'''</td><td>61-80 table goes here</td></tr> | ||
+ | |||
+ | <!-- 1-20 table starts here --> | ||
+ | <tr><td>'''81-100'''</td><td>81-100 table goes here</td></tr> | ||
+ | <!-- 1-20 table starts here --> | ||
+ | </table> | ||
===Plants=== | ===Plants=== |
Revision as of 18:57, 24 May 2013
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.
Contents
Mobs
Mobs will usually drop a single item. Most of the time, that item will be a crafting ingredient. Each mob will have a list of collectibles it can drop, . Otherwise it can drop a random ingredient from the enchanting or alchemical tables. Roll 1d20 to decide:
|
From there, refer to the individual loot tables for further information |
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.
The module will recommend an assortment of items to be found in a given container. The instructions might give a specific list, or ask you to roll on random numbers of ingredients, equip items, or use items.
Alternatively, if you are building your own module from scratch, here is a random dice table you can work with. Containers have 5 ratings(1-5), roll a d6, if it lands on six, the container explodes and deals 10d10 damage to all party members, that should be fun. Also remember as the GM you have the privilege of deciding what your dice landed on. Assuming you get a 1-5, roll 1-5d20 and use the table bellow(If it lands on a 3, you roll 3d20s, if its a 5, 5d20s, etc):
1-20 | 1-20 table goes here |
21-40 | 21-40 table goes here |
41-60 | 41-60 table goes here |
61-80 | 61-80 table goes here |
81-100 | 81-100 table goes here |
Plants
A subset of containers are plants, plants drop items specifically from the plants list and will drop 1d8 of the specified ingredient(a Sage plant will only drop sage, obviously).
Ingredients
There are three types: enchanting, alchemical, and Materials.
Alchemical
All alchemical ingredients are considered to be of equal rarity. Ingredients are numbered, so when the table is finished this entry will include a number of dice to roll in order to pick the ingredient or number of ingredients.
Enchanting
Enchanting ingredients require a bit more work. Powders are of equal rarity and much more common than gems, so powders will be found most often. Gemestones are more scarce, and can rarely be found with the -Imbued property already there.
Materials
Whoooeee.
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.
Use Items
Coming Soon!
See Also: