MRPG Loot Generation

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Revision as of 00:39, 8 November 2012 by CourseDirector (talk | contribs) (Mage Wars PnP)
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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.

In the MMO-version of the game, this is less of a problem as players can sell unused-items on the auction house. A solution for the pen and paper game is also to allow some lee-way to GMs on the subject.

Mage Wars PnP

For the PnP game,(and possibly a variation of this system for the MMO), loot generation will use a series of nested tables and lots of dice-rolls to determine loot. This can also be done ahead of time by the GM, either through random dice-rolling or simply by choosing.

Randomly generated items will include: sub-type, material, and quality. Quality must be determined before other factors can be considered. Items will NOT auto-gen with enchantments already on them, however enchanments themselves will drop as usable items.

Runes will never appear on randomly generated loot. The GM may choose to place runes on an item, and certain named loot might come with runes, but for the random tables, its right out. Random loot will also not include -Imbued properties.

Loot tables to create:

  • All ingredients(and theres a lot!)
  • Equip Items
  • Use Items

Whew.

See Also: