Oryan77
Adventurer
Hi, I have been working with another gamer to create an Excel based Random Treasure Generator. This is a tool created by a couple of D&D guys that want to use it for their own personal game and provide it for free to the public when we are finished. I hope that by being an Excel file it would make it pretty easy for someone to customize the item index for their own game/system/edition. If they don't need to customize it, it can certainly be used as a generic treasure generator that consists of over 100,000+ items with sourcebook page references (using 3.5e sources as a current default). It really is turning out to be a great generator.
What I really need though is some help with determining appropriate chart percentages for random dice rolls based on the frequency or commonality of certain items. I have a lot of data for the item index and I would like a mathematician to crunch my numbers and determine what our dice rolling charts should look like.
For example, if a result was for an item from the "Art Object" category, the generator would next roll to determine the value of the item and select an item from a list of items within that gold piece range. The problem is that within that gp range, I may have 500 different types of "Tapestries" worth 100 gp and only 1 "Painting" worth 100 gp. So a user would probably never receive a painting as a result. I assume I would need to limit the tapestries down to fewer results and if the generator rolls for one, then it would roll again for determining which of the 500 tapestries is the final result.
I just don't know how to determine fair percentages for our charts based on the number of items we have available and how often a particular item should appear as treasure over another item.
I need someone good with numbers to look over my data and check whether or not certain items (like tapestries) are going to be problematic and then write out an appropriate range for percentages on each chart so a user has a proper chance of receiving particular items as treasure.
I hope that makes sense. I'm having a difficult time trying to explain this.
Thanks!
What I really need though is some help with determining appropriate chart percentages for random dice rolls based on the frequency or commonality of certain items. I have a lot of data for the item index and I would like a mathematician to crunch my numbers and determine what our dice rolling charts should look like.
For example, if a result was for an item from the "Art Object" category, the generator would next roll to determine the value of the item and select an item from a list of items within that gold piece range. The problem is that within that gp range, I may have 500 different types of "Tapestries" worth 100 gp and only 1 "Painting" worth 100 gp. So a user would probably never receive a painting as a result. I assume I would need to limit the tapestries down to fewer results and if the generator rolls for one, then it would roll again for determining which of the 500 tapestries is the final result.
I just don't know how to determine fair percentages for our charts based on the number of items we have available and how often a particular item should appear as treasure over another item.
I need someone good with numbers to look over my data and check whether or not certain items (like tapestries) are going to be problematic and then write out an appropriate range for percentages on each chart so a user has a proper chance of receiving particular items as treasure.
I hope that makes sense. I'm having a difficult time trying to explain this.

Thanks!