FireLance
Legend
Over the weekend, I entered the magic item tables and the treasure hoard generation tables in the DMG into a spreadsheet to determine what is the expected distribution of magic items that would be generated by what the DMG refers to as a "typical" campaign in the last paragraph of page 133, i.e. seven rolls on the Challenge 0-4 table, eighteen rolls on the Challenge 5-10 table, twelve rolls on the Challenge 11-16 table, and eight rolls on the Challenge 17+ table.
[SBLOCK="General Observations and Comments"]Before I get into the analysis, here are some general observations and comments.
Consumables and Permanent Items
Magic Item Tables A to E tend to produce consumable items (potions, scrolls, ammunition) while Magic Item Tables F to I tend to produce permanent items. While there are exceptions, for simplicity, the following analysis assumes that a roll on Magic Item Tables A to E will generate a consumable item, while a roll on Magic Item Tables F to I will generate a permanent item.
Magic Item Rarity
The tables are more or less grouped by magic item rarity.
Table A has a 90% chance of generating a common item, and a 10% chance of generating an uncommon item.
Table B only generates uncommon items.
Table C has a 96% chance of generating a rare item and a 4% chance of generating an uncommon item.
Table D has a 99% chance of generating a very rare item, and a 1% chance of generating a rare item.
Table E has a 50-50 chance of generating either a very rare or a legendary item.
Table F only generates uncommon items.
Table G has a 98% chance of generating a rare item and a 2% chance of generating an uncommon item.
Table H has a 92% chance of generating a very rare item, a 6% chance of generating a rare item, and a 2% chance of generating an uncommon item.
Table I has an 88% chance of generating a legendary item, a 6% chance of generating a very rare item, and a 6% chance of generating a rare item.
The items of lower rarity on Tables G to I are the higher level armors such as breastplate, half plate, scale mail and plate. For example, +1 plate is one of the rare items generated on Table I. (Table I also lists +1 scale mail. I am assuming this is a typo and that it should actually be +3 scale mail since there is a +1 scale mail on Table G and a +2 scale mail on Table H.)
Terms and Assumptions
For the analysis proper, I will be using statistical terms. For example, a roll on the Challenge 0-4 Treasure Hoard table actually has a 24% chance of generating 1d6 rolls on Magic Item Table A, each of which has a 90% chance of generating a common magic item. However, for the purpose of my analysis, I will say instead that a roll on the Challenge 0-4 Treasure Hoard table has a 76% chance of generating a common consumable.
I also assume that the treasure hoard table rolls are fairly evenly distributed:
One roll on the Challenge 0-4 table at Level 1.
Two rolls on the Challenge 0-4 table at every level from 2 to 4.
Three rolls on the Challenge 5-10 table at every level from 5 to 10.
Two rolls on the Challenge 11-16 table at every level from 11 to 16.
Two rolls on the Challenge 17-20 table at every level from 17 to 20.
I have rounded the numbers in the analysis to keep to whole numbers. Some results are expressed as [N or N+1], which I have used to denote that the expected number is fairly close to [N and a half].
Now, on to the meat of the analysis.
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[SBLOCK="Challenge 0-4 Table"]A roll on the Challenge 0-4 table has a:
76% chance of generating a common consumable.
47% chance of generating an uncommon consumable.
24% chance of generating a rare consumable.
30% chance of generating an uncommon permanent item.
3% chance of generating a rare permanent item.
Hence, over the first four levels, the party is expected to find:
5 common consumables.
3 uncommon consumables.
1 or 2 rare consumables.
2 uncommon permanent items.
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[SBLOCK="Challenge 5-10 Table"]A roll on the Challenge 5-10 table has a:
50% chance of generating a common consumable.
54% chance of generating an uncommon consumable.
26% chance of generating a rare consumable.
6% chance of generating a very rare consumable.
35% chance of generating an uncommon permanent item.
10% chance of generating a rare permanent item.
2% chance of generating a very rare permanent item.
Hence, over levels 5-10, the party is expected to find:
9 common consumables.
10 uncommon consumables.
5 rare consumables.
1 very rare consumable.
6 uncommon permanent items.
2 rare permanent items.
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[SBLOCK="Challenge 11-16 Table"]A roll on the Challenge 11-16 table has a:
32% chance of generating a common consumable.
55% chance of generating an uncommon consumable.
71% chance of generating a rare consumable.
44% chance of generating a very rare consumable.
4% chance of generating a legendary consumable.
9% chance of generating an uncommon permanent item.
22% chance of generating a rare permanent item.
24% chance of generating a very rare permanent item.
7% chance of generating a legendary permanent item.
Hence, over levels 11-16, the party is expected to find:
4 common consumables.
6 or 7 uncommon consumables.
8 or 9 rare consumables.
5 very rare consumables.
0 or 1 legendary consumable.
1 uncommon permanent item.
2 or 3 rare permanent items.
3 very rare permanent items.
1 legendary permanent item.
[/SBLOCK]
[SBLOCK="Challenge 17+ Table"]A roll on the Challenge 17+ table has a:
2% chance of generating an uncommon consumable.
53% chance of generating a rare consumable.
149% chance of generating a very rare consumable.
39% chance of generating a legendary consumable.
1% chance of generating an uncommon permanent item.
14% chance of generating a rare permanent item.
21% chance of generating a very rare permanent item.
44% chance of generating a legendary permanent item.
Hence, over levels 17-20, the party is expected to find:
4 rare consumables.
12 very rare consumables.
3 legendary consumables.
1 rare permanent item.
1 or 2 very rare permanent items.
3 or 4 legendary permanent items.
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[SBLOCK="Overall Treasure"]Over the course of a typical campaign, the party is expected to find [Note: there may be discrepancies from a simple summation of the above breakdown due to rounding]:
18 common consumables
20 uncommon consumables
19 rare consumables
18 very rare consumables
3 or 4 legendary consumables
9 or 10 uncommon permanent items
5 or 6 rare permanent items
5 very rare permanent items
4 legendary permanent items
Assuming a party of four PCs, each PC should obtain:
4 or 5 common consumables
5 uncommon consumables
5 rare consumables
4 or 5 very rare consumables
1 legendary consumable
2 or 3 uncommon permanent items
1 or 2 rare permanent items
1 very rare permanent item
1 legendary permanent item
To translate this into a very even distribution of magic items over all 20 levels, I would probably go with the following approach:
1 common consumable every level from 1 to 5.
1 uncommon consumable every level from 6 to 10.
1 rare consumable every level from 11 to 15.
1 very rare consumable every level from 16 to 19.
1 legendary consumable at level 20.
1 uncommon permanent item at level 4, and another at level 7.
1 rare permanent item at level 10 and another at level 13.
1 very rare permanent item at level 16.
1 legendary permanent item at level 19.
[/SBLOCK]
[SBLOCK="General Observations and Comments"]Before I get into the analysis, here are some general observations and comments.
Consumables and Permanent Items
Magic Item Tables A to E tend to produce consumable items (potions, scrolls, ammunition) while Magic Item Tables F to I tend to produce permanent items. While there are exceptions, for simplicity, the following analysis assumes that a roll on Magic Item Tables A to E will generate a consumable item, while a roll on Magic Item Tables F to I will generate a permanent item.
Magic Item Rarity
The tables are more or less grouped by magic item rarity.
Table A has a 90% chance of generating a common item, and a 10% chance of generating an uncommon item.
Table B only generates uncommon items.
Table C has a 96% chance of generating a rare item and a 4% chance of generating an uncommon item.
Table D has a 99% chance of generating a very rare item, and a 1% chance of generating a rare item.
Table E has a 50-50 chance of generating either a very rare or a legendary item.
Table F only generates uncommon items.
Table G has a 98% chance of generating a rare item and a 2% chance of generating an uncommon item.
Table H has a 92% chance of generating a very rare item, a 6% chance of generating a rare item, and a 2% chance of generating an uncommon item.
Table I has an 88% chance of generating a legendary item, a 6% chance of generating a very rare item, and a 6% chance of generating a rare item.
The items of lower rarity on Tables G to I are the higher level armors such as breastplate, half plate, scale mail and plate. For example, +1 plate is one of the rare items generated on Table I. (Table I also lists +1 scale mail. I am assuming this is a typo and that it should actually be +3 scale mail since there is a +1 scale mail on Table G and a +2 scale mail on Table H.)
Terms and Assumptions
For the analysis proper, I will be using statistical terms. For example, a roll on the Challenge 0-4 Treasure Hoard table actually has a 24% chance of generating 1d6 rolls on Magic Item Table A, each of which has a 90% chance of generating a common magic item. However, for the purpose of my analysis, I will say instead that a roll on the Challenge 0-4 Treasure Hoard table has a 76% chance of generating a common consumable.
I also assume that the treasure hoard table rolls are fairly evenly distributed:
One roll on the Challenge 0-4 table at Level 1.
Two rolls on the Challenge 0-4 table at every level from 2 to 4.
Three rolls on the Challenge 5-10 table at every level from 5 to 10.
Two rolls on the Challenge 11-16 table at every level from 11 to 16.
Two rolls on the Challenge 17-20 table at every level from 17 to 20.
I have rounded the numbers in the analysis to keep to whole numbers. Some results are expressed as [N or N+1], which I have used to denote that the expected number is fairly close to [N and a half].
Now, on to the meat of the analysis.
[/SBLOCK]
[SBLOCK="Challenge 0-4 Table"]A roll on the Challenge 0-4 table has a:
76% chance of generating a common consumable.
47% chance of generating an uncommon consumable.
24% chance of generating a rare consumable.
30% chance of generating an uncommon permanent item.
3% chance of generating a rare permanent item.
Hence, over the first four levels, the party is expected to find:
5 common consumables.
3 uncommon consumables.
1 or 2 rare consumables.
2 uncommon permanent items.
[/SBLOCK]
[SBLOCK="Challenge 5-10 Table"]A roll on the Challenge 5-10 table has a:
50% chance of generating a common consumable.
54% chance of generating an uncommon consumable.
26% chance of generating a rare consumable.
6% chance of generating a very rare consumable.
35% chance of generating an uncommon permanent item.
10% chance of generating a rare permanent item.
2% chance of generating a very rare permanent item.
Hence, over levels 5-10, the party is expected to find:
9 common consumables.
10 uncommon consumables.
5 rare consumables.
1 very rare consumable.
6 uncommon permanent items.
2 rare permanent items.
[/SBLOCK]
[SBLOCK="Challenge 11-16 Table"]A roll on the Challenge 11-16 table has a:
32% chance of generating a common consumable.
55% chance of generating an uncommon consumable.
71% chance of generating a rare consumable.
44% chance of generating a very rare consumable.
4% chance of generating a legendary consumable.
9% chance of generating an uncommon permanent item.
22% chance of generating a rare permanent item.
24% chance of generating a very rare permanent item.
7% chance of generating a legendary permanent item.
Hence, over levels 11-16, the party is expected to find:
4 common consumables.
6 or 7 uncommon consumables.
8 or 9 rare consumables.
5 very rare consumables.
0 or 1 legendary consumable.
1 uncommon permanent item.
2 or 3 rare permanent items.
3 very rare permanent items.
1 legendary permanent item.
[/SBLOCK]
[SBLOCK="Challenge 17+ Table"]A roll on the Challenge 17+ table has a:
2% chance of generating an uncommon consumable.
53% chance of generating a rare consumable.
149% chance of generating a very rare consumable.
39% chance of generating a legendary consumable.
1% chance of generating an uncommon permanent item.
14% chance of generating a rare permanent item.
21% chance of generating a very rare permanent item.
44% chance of generating a legendary permanent item.
Hence, over levels 17-20, the party is expected to find:
4 rare consumables.
12 very rare consumables.
3 legendary consumables.
1 rare permanent item.
1 or 2 very rare permanent items.
3 or 4 legendary permanent items.
[/SBLOCK]
[SBLOCK="Overall Treasure"]Over the course of a typical campaign, the party is expected to find [Note: there may be discrepancies from a simple summation of the above breakdown due to rounding]:
18 common consumables
20 uncommon consumables
19 rare consumables
18 very rare consumables
3 or 4 legendary consumables
9 or 10 uncommon permanent items
5 or 6 rare permanent items
5 very rare permanent items
4 legendary permanent items
Assuming a party of four PCs, each PC should obtain:
4 or 5 common consumables
5 uncommon consumables
5 rare consumables
4 or 5 very rare consumables
1 legendary consumable
2 or 3 uncommon permanent items
1 or 2 rare permanent items
1 very rare permanent item
1 legendary permanent item
To translate this into a very even distribution of magic items over all 20 levels, I would probably go with the following approach:
1 common consumable every level from 1 to 5.
1 uncommon consumable every level from 6 to 10.
1 rare consumable every level from 11 to 15.
1 very rare consumable every level from 16 to 19.
1 legendary consumable at level 20.
1 uncommon permanent item at level 4, and another at level 7.
1 rare permanent item at level 10 and another at level 13.
1 very rare permanent item at level 16.
1 legendary permanent item at level 19.
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