Difference between revisions of "MRPG Loot Generation"

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Revision as of 19:22, 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.

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:

1-12Something from the Collectibles List
13-18Flip a coin: heads, Alchemical, tails, Enchanting.
19-20An Equip Item, see Equip Items

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
01Item Description
02Item Description
03Item Description
04Item Description
05Item Description
06Item Description
07Item Description
08Item Description
09Item Description
10Item Description
11Item Description
12Item Description
13Item Description
14Item Description
15Item Description
16Item Description
17Item Description
18Item Description
19Item Description
20Item Description
21-40
21Item Description
22Item Description
23Item Description
24Item Description
25Item Description
26Item Description
27Item Description
28Item Description
29Item Description
30Item Description
31Item Description
32Item Description
33Item Description
34Item Description
35Item Description
36Item Description
37Item Description
38Item Description
39Item Description
40Item Description
41-60
41Item Description
42Item Description
43Item Description
44Item Description
45Item Description
46Item Description
47Item Description
48Item Description
49Item Description
50Item Description
51Item Description
52Item Description
53Item Description
54Item Description
55Item Description
56Item Description
57Item Description
58Item Description
59Item Description
60Item Description
61-80
61Item Description
62Item Description
63Item Description
64Item Description
65Item Description
66Item Description
67Item Description
68Item Description
69Item Description
70Item Description
71Item Description
72Item Description
73Item Description
74Item Description
75Item Description
76Item Description
77Item Description
78Item Description
79Item Description
80Item Description
81-100
81Item Description
82Item Description
83Item Description
84Item Description
85Item Description
86Item Description
87Item Description
88Item Description
89Item Description
90Item Description
91Item Description
92Item Description
93Item Description
94Item Description
95Item Description
96Item Description
97Item Description
98Item Description
99Item Description
100Item Description

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:

1Weapon/Shield 2Ring 3Feet 4Weapon/Shield 5Weapon/Shield
6Head 7Wrists 8Weapon/Shield 9Ring 10Hands
11Weapon/Shield 12Earing 13Weapon/Shield 14Necklace 15Chest
16Weapon/Shield 17Shins 18Legs 19Weapon/Shield 20Shoulders

Weapons and Armor

Once the set-piece has been determined.

Use Items

Coming Soon!

See Also: