Random Treasure type distribution

Home Forums Mechanics Random Treasure type distribution

Viewing 4 reply threads
  • Author
    Posts
    • #1585
      Ornir Elunari
      Keymaster

      I am reworking the random treasure, and one thing I would like to change is the distribution of drops. Currently, a single drop can be up to 3 items. I have changed this to 1 item (we can increase drop rate if needed, but this gives more control.) per drop.

      We could do multiple items by using some distribution where: 100% first drop, 55% second drop, 15% third drop, etc.

      Regardless, my question relates to treasure TYPES.

      We need some kind of formula like:

      crystals drop 5% of the time.
      scrolls/wands/potions/staves drop 40% of the time. (each 10%)
      trinkets (bracelets, rings, etc. including cloaks, boots and gloves) drop 20% of the time.
      armor (head, arms, legs, body) drop 25% of the time.
      weapons drop 10% of the time.

      This is what it is currently set to. Does this seem to be reasonable? Comments or questions?

      – Ornir Elunari

    • #1664
      makiel
      Participant

      Table: Random Magic Item Generation
      Minor | |Medium| |Major| |Item
      01—04 | |01-10| |01-10| |Armor and shields
      05—09 | |11-20| |11-20| |Weapons
      10—44 | |21-30| |21-25| |Potions
      45—46 | |31-40| |26-35| |Rings
      ———— | |41-50| |36-45| |Rods
      47—81 | |51-65| |46-55| |Scrolls
      ———— | |66-68| |56-75| |Staffs
      82—91 | |69-83| |76-80| |Wands
      92-100 | |84-100| |81-100| |Wondrous items

      just a 1d100 table from d20srd. should try to stay close to that? possibly?

    • #1665
      bakarus
      Participant

      I assume the code takes care of things like, killing lvl 1 mobs over and over to get loot, by limiting the types you can actually get from mobs based on lvl/etc.

    • #1666
      Ornir Elunari
      Keymaster

      Yep, the items are generated based on level.

    • #1667
      Anonymous
      Inactive

      seems good

Viewing 4 reply threads
  • You must be logged in to reply to this topic.