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General Tabletop Discussion
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Analysis of "Typical" Magic Item Distribution
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<blockquote data-quote="FireLance" data-source="post: 6468342" data-attributes="member: 3424"><p>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.</p><p></p><p>[SBLOCK="General Observations and Comments"]Before I get into the analysis, here are some general observations and comments. </p><p></p><p><u>Consumables and Permanent Items</u></p><p>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.</p><p></p><p><u>Magic Item Rarity</u></p><p>The tables are more or less grouped by magic item rarity. </p><p>Table A has a 90% chance of generating a common item, and a 10% chance of generating an uncommon item. </p><p>Table B only generates uncommon items. </p><p>Table C has a 96% chance of generating a rare item and a 4% chance of generating an uncommon item.</p><p>Table D has a 99% chance of generating a very rare item, and a 1% chance of generating a rare item.</p><p>Table E has a 50-50 chance of generating either a very rare or a legendary item.</p><p>Table F only generates uncommon items.</p><p>Table G has a 98% chance of generating a rare item and a 2% chance of generating an uncommon item.</p><p>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.</p><p>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.</p><p>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.)</p><p></p><p><u>Terms and Assumptions</u></p><p>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.</p><p></p><p>I also assume that the treasure hoard table rolls are fairly evenly distributed:</p><p>One roll on the Challenge 0-4 table at Level 1.</p><p>Two rolls on the Challenge 0-4 table at every level from 2 to 4. </p><p>Three rolls on the Challenge 5-10 table at every level from 5 to 10.</p><p>Two rolls on the Challenge 11-16 table at every level from 11 to 16.</p><p>Two rolls on the Challenge 17-20 table at every level from 17 to 20.</p><p></p><p>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].</p><p></p><p>Now, on to the meat of the analysis.</p><p>[/SBLOCK]</p><p>[SBLOCK="Challenge 0-4 Table"]A roll on the Challenge 0-4 table has a:</p><p>76% chance of generating a common consumable.</p><p>47% chance of generating an uncommon consumable.</p><p>24% chance of generating a rare consumable.</p><p>30% chance of generating an uncommon permanent item.</p><p>3% chance of generating a rare permanent item.</p><p></p><p>Hence, over the first four levels, the party is expected to find:</p><p>5 common consumables.</p><p>3 uncommon consumables.</p><p>1 or 2 rare consumables.</p><p>2 uncommon permanent items.</p><p>[/SBLOCK]</p><p>[SBLOCK="Challenge 5-10 Table"]A roll on the Challenge 5-10 table has a:</p><p>50% chance of generating a common consumable.</p><p>54% chance of generating an uncommon consumable.</p><p>26% chance of generating a rare consumable.</p><p>6% chance of generating a very rare consumable.</p><p>35% chance of generating an uncommon permanent item.</p><p>10% chance of generating a rare permanent item.</p><p>2% chance of generating a very rare permanent item.</p><p></p><p>Hence, over levels 5-10, the party is expected to find:</p><p>9 common consumables.</p><p>10 uncommon consumables.</p><p>5 rare consumables.</p><p>1 very rare consumable.</p><p>6 uncommon permanent items.</p><p>2 rare permanent items.</p><p>[/SBLOCK]</p><p>[SBLOCK="Challenge 11-16 Table"]A roll on the Challenge 11-16 table has a:</p><p>32% chance of generating a common consumable.</p><p>55% chance of generating an uncommon consumable.</p><p>71% chance of generating a rare consumable.</p><p>44% chance of generating a very rare consumable.</p><p>4% chance of generating a legendary consumable.</p><p>9% chance of generating an uncommon permanent item.</p><p>22% chance of generating a rare permanent item.</p><p>24% chance of generating a very rare permanent item.</p><p>7% chance of generating a legendary permanent item.</p><p></p><p>Hence, over levels 11-16, the party is expected to find:</p><p>4 common consumables.</p><p>6 or 7 uncommon consumables.</p><p>8 or 9 rare consumables.</p><p>5 very rare consumables.</p><p>0 or 1 legendary consumable.</p><p>1 uncommon permanent item.</p><p>2 or 3 rare permanent items.</p><p>3 very rare permanent items.</p><p>1 legendary permanent item.</p><p>[/SBLOCK]</p><p>[SBLOCK="Challenge 17+ Table"]A roll on the Challenge 17+ table has a:</p><p>2% chance of generating an uncommon consumable.</p><p>53% chance of generating a rare consumable.</p><p>149% chance of generating a very rare consumable.</p><p>39% chance of generating a legendary consumable.</p><p>1% chance of generating an uncommon permanent item.</p><p>14% chance of generating a rare permanent item.</p><p>21% chance of generating a very rare permanent item.</p><p>44% chance of generating a legendary permanent item.</p><p></p><p>Hence, over levels 17-20, the party is expected to find:</p><p>4 rare consumables.</p><p>12 very rare consumables.</p><p>3 legendary consumables.</p><p>1 rare permanent item.</p><p>1 or 2 very rare permanent items.</p><p>3 or 4 legendary permanent items.</p><p>[/SBLOCK]</p><p>[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]:</p><p>18 common consumables</p><p>20 uncommon consumables</p><p>19 rare consumables</p><p>18 very rare consumables</p><p>3 or 4 legendary consumables</p><p>9 or 10 uncommon permanent items</p><p>5 or 6 rare permanent items</p><p>5 very rare permanent items</p><p>4 legendary permanent items</p><p></p><p>Assuming a party of four PCs, each PC should obtain:</p><p>4 or 5 common consumables</p><p>5 uncommon consumables</p><p>5 rare consumables</p><p>4 or 5 very rare consumables</p><p>1 legendary consumable</p><p>2 or 3 uncommon permanent items</p><p>1 or 2 rare permanent items</p><p>1 very rare permanent item</p><p>1 legendary permanent item</p><p></p><p>To translate this into a very even distribution of magic items over all 20 levels, I would probably go with the following approach:</p><p>1 common consumable every level from 1 to 5.</p><p>1 uncommon consumable every level from 6 to 10.</p><p>1 rare consumable every level from 11 to 15.</p><p>1 very rare consumable every level from 16 to 19.</p><p>1 legendary consumable at level 20.</p><p>1 uncommon permanent item at level 4, and another at level 7.</p><p>1 rare permanent item at level 10 and another at level 13.</p><p>1 very rare permanent item at level 16.</p><p>1 legendary permanent item at level 19.</p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="FireLance, post: 6468342, member: 3424"] 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. [U]Consumables and Permanent Items[/U] 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. [U]Magic Item Rarity[/U] 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.) [U]Terms and Assumptions[/U] 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. [/SBLOCK] [/QUOTE]
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