Monday, October 13, 2014

Treasure chart

Below is a look at the treasure chart. It works by:

1) find the creatures Treasure Rating
2) go across for each category with a number and roll 3d6
3) If you roll equal or under the number, that type of treasure is found
4) If you roll higher, no such treasure is found

The multiple by the TR rating tells you how many times to roll for each numbered category.  So a 2x means roll twice under coins, etc.

Note for many categories (like Items or Magic Items) there is a sub chart to determine what is found. For example if a Magic Item is found you roll on a chart to see it it is a weapon, potion, artifact, armor, ring, or wand.

Any feed back is appreciated.

Treasure Rating
TR
ITEMS
D6 COINS
D6 X 100 COINS
D6 X10,000
COINS
GEMS, ART, JEWEL
SCROLL & SPELL BOOK
MAGIC ITEMS
1 (1x)
12
8
N/A
N/A
N/A
N/A
N/A
2 (1x)
14
10
N/A
N/A
N/A
N/A
N/A
3 (1x)
14
12
4
N/A
N/A
N/A
N/A
4 (1x)
10
14
6
N/A
4
N/A
4
5 (1x)
8
16
8
N/A
6
4
6
6 (2x)
N/A
16
10
N/A
8
6
8
7 (2x)
N/A
16
12
4
10
8
10
8 (3x)
N/A
16
14
8
12
10
12
9 (4x)
N/A
16
16
12
14
12
14
10 (5x)
N/A
16
16
16
16
14
16

18 comments:

  1. i really like this approach. i was trying to put together a tight treasure table such as this a few months ago for a HOW-esque variant of Death Maze / Citadel of Blood but i couldn't quite make it gel. this is great stuff!

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    1. Man those are two old school COOL games DM/CoB!

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    2. they sure are! now you know why i want the monster/treasure book so bad! i want to make a HOW version - Maze of Blood and Death, or MoBaD for short! LOL

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    3. i will provide one attempt at constructive criticism that may or may not prove true and will more than likely make myself look foolish...but i take the risk out of kind-hearted love for my fellow man :)

      it seems like there's too much coin. three columns of the table are coin. d6x100 seems generous. d6x10,000 seems insane. both seem to generate an amount of coin that is suspiciously rounded to whole hundred or ten-thousand quantities.

      what about changing d6x100 to d66x10 and d6x10,000 to d66x100? if more coin is called for you can use the multipliers. maybe the dragon's hoard is TR:10(10x).

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    4. ^ if that proposal leads to a concern about too many gems, scrolls, magic items, etc. being found, perhaps those 3d6 targets could be lowered. honestly, 14 seems like it should be the highest target number anywhere in the table. that's around a 90% chance.

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    5. Appreciate the feed honest critique and I will look at revising--much appreciated!

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    6. hey, i just realized something. the way you have the TR column written, maybe you meant for the multipliers to be fixed. example: TR10 is always 10(5x)? it never occurred to me before that maybe you meant for it to be fixed like that...because it would seem (to me) to be a better idea to leave the multiplier as a variable. this treasure chest is TR6(1x). this other treasure chest is TR6(3x) etc. then again, maybe i'm completely off on what you were/are planning...

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    7. It is not a straight multiplier per se, the x # is the number of times you roll for each category in that TR ranking. So you do not roll once x3, you roll 3 times for that category. I may reduce the chances of getting treasures to make those # of roles more meaningful.

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    8. i think i understood that part (how to use/apply the multiplier when it is listed). what i was trying to ask is:

      will TR:1 always be (1x)? will TR:2 always be (1x)? TR: 5 always (1x)? TR:6 always (2x)? TR:8 always (3x)? or were those multipliers incorporated into the table for illustrative purposes? (my original assumption)

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    9. here's what i originally assumed you were planning (and seems smart to me):

      the real (final) version of the table above would not have any multipliers in it. TR1 is just TR1. TR10 is just TR10. however, monster descriptions and adventure text can use multipliers...similar to how we roll skill checks. default: we roll 3 die (analogous to TR) but sometimes we are told to use a DRM or an extra die (analogous to multiplier).

      sorry if i'm not making sense.

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    10. here is a simpler question. i think your answer to this question will answer my other poorly written questions.

      is it possible to have a dragon that is TR:10(5x) and a wyvern that is TR:10(1x) ?

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    11. Got you, makes sense. Originally I had planned to have the multiplier specific to TR--so a TR10 meant 5x on each category--BUT I can see value in TR10 and a multiplier by creatures instead as you illustrate. I will noodle this some more, and I very much appreciate the great feedback!

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    12. cool. me glad me found guud words! :) unbolting the multiplier from the TR is also good for specifying treasures that are guarded by various traps, locked chests, or hard to find nooks and crannies.

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  2. hmm, a spark of insanity or genius was just born in my brain. TFT used to have a sort of point system that players could use to build their 'figures' for arena combat. basically, as i understand it, two opposing players got X amount of points to build their 'squad' of characters. then the two opposing forces battled it out on a map.

    the spark: if such a system could be devised for HOW (using experience points) to build opposing groups of characters...it should also be possible to formulate a build-point system that governed construction of dungeons/mazes. someone plays the characters. someone plays the Ref. PCs get X build-points. the Ref gets the same amount of build-points. Ref uses his build points to stock the maze with monsters, villians, and traps. you get a true Players vs. Ref type of game where the Ref's powers are limited; therefore, the players actually have a chance in this true Ref vs. Players situation. even in a traditional game session where the Ref doesn't have TPK as a goal, these point-build rules would provide excellent guidance.

    p.s. i'm not talking or thinking about changing HOW or the Adventure/RPG experience. this is a spin-off idea that may or may not compliment those experiences.

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    Replies
    1. Sounds like a great idea for a Cauldron article!

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    2. i've already scratched out a rough guideline for creating encounters based on the total amount of experience in the party. however, i'm not sure you'd want to put it in Cauldron because it includes rules for using experience to increase ST/DX/IQ/EN and adjustments to ST REQ of weapons.

      if that is OK, let me know. if not, i can probably work it out so that stat development and weapon ST REQs aren't included...but my heart just won't be in it :)

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    3. Please do write whatever inspires you so long as you provide clear and complete rules to support it. I want the Cauldron to include experimental ideas and interesting options, my only real hard requirement is that only d6 dice can be used for any randomizing / mechanic resolution.

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