D&D 5E I demand randomization in 5e.


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Rolling for treasure was one of the best parts of D&D. There was something really satisfying and fun about beating up the bad guys and the DM telling you to roll on his mysterious set of charts for loot.

I'm totally down with randomization. Heck, I'm the guy who wrote the insane chart of like 700 random chaos effects with about 30 different subtables ("Random Body Part Subtable") for his game.

That said, I also get why some gamers dislike the random element. Randomness should be available and supported by not obligatory. Also, it works better in a slower-advancement and faster-combat game IMHO (otherwise wandering monsters throw the campaign's pace off). In short, randomness (random treasure, random encounters, random dungeon generation, random lower-planar creatures, etc) probably works better as a series of modules than as the core assumption.
 

I don't demand it, but having the charts there so people can doesn't seem too hard to do. And for those cases where the DM wants to handpick it, they can do so.
 

The tables were fun but equally fun was hand picking stuff that the party might not even realize will be useful in the future or placing specific items for specific characters or even better when that +1 sword the fighter has been using for months sheds a cold white light in the presence of a demon and whispers in his ear lets kill them all totally out of the blue!
 






I think you need to be careful with treasure tables in a game that is supposed to treat magic items as a separate advancement track from level advancement. Personally I don't like a significant portion of my prep work or time at the table to be devoted to looting. Of course I'm not really a fan of dungeon crawling.
 

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