D&D 5E I demand randomization in 5e.

I have to admit that a I had a lot of fun in my 1e DMG rolling random stuff on the charts. Loot wasn't the only thing that was random in AD&D but was almost as much fun as when the players discovered the stuff in game.

I usually picked the important magic items I placed in the game world, but potions, scrolls, rings, and wands could be nearly anything.


I did notice in 3e that the wealth by level thing kind of left me flat. The thrill of finding the big hoard or a disappointingly small one had disappeared, and DMing lost some of it's appeal. Advancing monsters, creating NPCs, and the massive increase in the time allotted to combat turned what was a fun pastime into a chore.
 

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Even if I end up hand-picking the results, I like having access to random tables. Not just random magic items, but random encounters tables and dungeon generation tables. 'Specially for some solo play when I need practice between my regular games.

Also, the idea of having players make the loot roll tables sounds like fun :).
 

I never liked the randomization much. Most of the adventures we play require specific things to be found so I probably wouldn't use it much.
 

Yes, I want random treasure tables in the game. No, I don't want to be forced to use them - in fact, I want the game to include guidelines for how much magic I 'should' place if I'm not using the tables... and I want to be free to ignore those as well!

One other thing I most definitely want: I want the tables to be updated when new items are introduced to the game!

Now, obviously, it's too much to ask that every book that introduces a new item provide updates. However, books like the "Magic Item Compendium" absolutely should. (And I'm not a fan of the 3e MIC's switch from DMG-style tables to 4e-style "item level" tables, but that's another rant.)

I did notice in 3e that the wealth by level thing kind of left me flat. The thrill of finding the big hoard or a disappointingly small one had disappeared, and DMing lost some of it's appeal.

Ah, then you're in luck! The 3e DMG was set up so that if you just rolled treasures according to the treasure tables that were also in the book, then on average the results would line up quite neatly with the WbL table. Sure, sometimes the party would find a huge hoard, sometimes a disappointingly small one... but over the piece they would hit about the 'right' advancement rate.

Of course, 3e did have several other weaknesses, some of which you mentioned. But that one, at least, had a built-in fix. :)
 

Roll d%:

01-30 - Yes, you can have randomization in 5e.
31-60 - No, you cannot have randomization in 5e.
61-80 - DM's choice.
81-99 - Player's choice.
00 - Roll twice, ignoring results above 99.
 

I've come to the conclusion, after many years of aging, that random charts are great. They're an enormously efficient way to present material. Plus they can help keep things lively and surprising, even to the DM. Best of all, if you can always pick items off of them, if so desired.

(BTW, the new Dungeon Crawl Classics RPG by Goodman Games has some killer charts!)
 
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So... does anyone here want anything different than it had been in 3rd Edition?:uhoh:

I rather like random generation for at least some loot. But as for which method, I'd much prefer the updated random tables they introduced later in 3.5e (Magic Item Compendium?) over those in the DMG. The later tables did a much better job of providing decent options, and included neat things like partially-charged wands to bulk out the leaner levels.
 

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