D&D 5E O.G.R.E. Treasure Generator roughly 80% done (updated!!)

Sobran

Idiot Savant
Like the title says. I have made tables for all CR ranges, art, gems, and magic items and hooked at least some of them up to a generator. It was a ton of work. I asked for some help over on Reddit, but no one was forthcoming and I got impatient. Tables done. Oi. I'm tired.

Here's what's working:

  • Individual treasure parcels. All CRs. It's formatted pretty well I think. Let me know if you see any weird discrepancies or if you think I've entered a formula wrong somewhere.
  • Multiples. You can run the generator up to 20 times and have it sum coin totals as well. Note: this is not the "execute generator again" functionality that O.G.R.E. has built in. Please don't use that unless you understand what it's doing.
  • The first two Treasure Hoards (CRs 0-4 and 5-10) are up and running. I have eliminated the weird concatenation problem I was having (kudos to gauchi for the tip!) To ensure everything displays correctly, art objects will now display as multiples of the same item (i.e. 3 golden chalices). This is less realistic, but it fixes some issues. I may restore the previous art object system once I have time to work out the kinks.
  • Coin totals. The sum value of your roll or rolls is now displayed at the bottom. This includes the value of any gem or art in the hoard, but does not include magic item values as this is an optional mechanic.

Here's what's sort of working:
  • Lists. If you roll multiple hoards, you will get a complete list at the bottom of the output. However, it is unsorted and does not combine like items. You will see: "potion of healing, potion of healing" instead of "2 potions of healing". Adding this logic will probably be one of the last things I work on, as it isn't strictly necessary to use the generator. If you are rolling more than 2 hoards at a time, I'm not entirely sure you're using the treasure rules correctly...

Here's what isn't working:

  • The last two Treasure Hoards (CRs 11-16 and 17+)
  • Varied CR ranges. Right now, you can't roll up treasure for some CR 3 creatures and CR 6 creatures simultaneously and have them summed neatly, because they are in different CR categories. I didn't think it was important when I was designing this, but now I wonder if it might be. If you think this is necessary, holler at me and I'll see what I can do. Honestly, it should be a fairly easy fix.

And that's it. Let me know if you break it! Heard enough? Go check it out: http://www.enworld.org/forum/dnd_view_block.php?id=1573


--Sobran



Changelog:

  • fixed plurality of gemstones
  • made all art in a given hoard the same type and added plurality (cleans up hoard output)
  • added value of gemstones and art to output (previously missing... whoops!)
  • added total value to all individual and hoard, if rolling more than one (includes coins, art, and gem values; does not include magic item values)
  • cleaned up output (no longer ends in a comma)
  • added the 5 - 10 CR range Treasure Hoard
 
Last edited:

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Thank you for all your hard work on this. I did the treasure generator here for the D&D Next playtest version, and I know long it takes to enter all that data. Thanks.
 

It really did! I saw your playtest version. I used it extensively during the playtest. I missed having an up to date version.
 

Minor formatting suggestion. On the concatenation of items found, I'd have it be [space],XXXXX rather than XXXXX,[space]. As it stands now, your lists end in a comma.
 

Minor formatting suggestion. On the concatenation of items found, I'd have it be [space],XXXXX rather than XXXXX,[space]. As it stands now, your lists end in a comma.
That comma issue is actually what I was referring to when I mentioned how messy it is. Well that and the unsorted list if you run the hoard more than once.

That's a good suggestion. I left it messy and went to bed, but I'll see about getting the formatting fixed up around Monday.
 

For what it's worth, I just made a spread sheet that has average hoard size with the percent chance to get any particular monetary treasure, the average value of a treasure if you do find it, and the average value of a treasure hoard by CR type.

Each CR Hoard type has the percent chance for each magic item table and the average amount of items from that table type. Plus I've calculated, using the suggested number of rolls per table, what the expected average number of any particular magic item a party is likely to see over 20 levels. You get a lot of potions. A lot of them. 5.6 weapons, 3.2 suits of armor, 1 shield.
 

For what it's worth, I just made a spread sheet that has average hoard size with the percent chance to get any particular monetary treasure, the average value of a treasure if you do find it, and the average value of a treasure hoard by CR type.

Each CR Hoard type has the percent chance for each magic item table and the average amount of items from that table type. Plus I've calculated, using the suggested number of rolls per table, what the expected average number of any particular magic item a party is likely to see over 20 levels. You get a lot of potions. A lot of them. 5.6 weapons, 3.2 suits of armor, 1 shield.

That's much less than I would expect. My gut feeling, as I entered all these tables, was that the output of magic items might have swung toward too little, as opposed to the overabundance previous editions have tended toward. Your findings seem to support that. It makes me think that we're likely to see DMs either handcrafting nearly all magical treasure drops or giving out more than intended to offset the fact that random tables are likely to yield a number of unusable items. Most wondrous treasure will find a use, but you could roll a lot of useless armor for example. Well, not a lot. Three of them, it seems.

Of course, maybe it's intended that crafting play a larger part in the system these days.
 

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