MRPG Loot Generation

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Revision as of 19:14, 24 May 2013 by CourseDirector (talk | contribs) (Containers)
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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


21-4021-40 table goes here
41-6041-60 table goes here
61-8061-80 table goes here
81-10081-100 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:

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: