Random Treasure Math

Kzach

Banned
Banned
I need some help to develop an appropriate method of giving out random treasure so that the players who want specific items can have enough money/residuum to buy or craft them.

I want semi-random treasure because I feel it's more appropriate than using wish-lists. But at the same time, I fully understand a player's desire to have particular items to fulfil particular builds and focuses.

My guess is that I need to give more treasure than normal so that they can sell items they don't want or turn them into residuum.

But how much is enough and how much is too little or too much?
 

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What I would do is hand out "residuum" in amounts equal to the levels of the items you're switching out. So 360 for lv 1, 1000 for lv 5, etc. I don't think I'd call it all residuum - some might be dragon's gall, some might be ogre teeth, whatever. Is this the right concept?
 

This Link discusses the mathematics of using random treasure. It suggests a very simple set of house rules for giving out a bit better treasure, allowing to sell for 50% and making the treasure random. There is a good argument that this is approximately the same as using wishlists wealth-wise. It allows you to use one of the many random treasure generators on the web.
You could still occasionally give them tailored treasure, but it mostly random. I've used it successfully. I also dislike wish lists.
Peace!
 

What I would do is hand out "residuum" in amounts equal to the levels of the items you're switching out. So 360 for lv 1, 1000 for lv 5, etc. I don't think I'd call it all residuum - some might be dragon's gall, some might be ogre teeth, whatever. Is this the right concept?

Such a simple idea and yet, such a brilliant one! I'll definitely use that concept. I can't wait to tell the group, "Oh, and you cut the minotaur's horns off as your treasure for this encounter." :D

You could still occasionally give them tailored treasure, but it mostly random. I've used it successfully. I also dislike wish lists.
Peace!
Hmm, thanks. I don't mind it that much in theory, but 50% more treasure could get out of hand really fast. Still, I'll give it a shot :)
 

Such a simple idea and yet, such a brilliant one! I'll definitely use that concept. I can't wait to tell the group, "Oh, and you cut the minotaur's horns off as your treasure for this encounter." :D


Hmm, thanks. I don't mind it that much in theory, but 50% more treasure could get out of hand really fast. Still, I'll give it a shot :)

The rule isn't actually 50% more treasure, rather treasure sells for 50% instead of 20%. Since the players are getting random items (often not meant for them) they can sell the items for more and buy what they want. They get the full value of the item when they can make use of something you drop rather than sell it.
 

Glad to hear others like that house rule too ;-).

The full rule is:
- The DM randomizes (most) loot.
- Items are sold at half price, instead of at 20% of list price.
- All treasure parcels containing magic items are raised by one level.

If you occasionally hand out an item specifically suited to a PC, this works out the same; but even if you always (or never) do, it won't get out of hand (as eriktheguy say, see the original thread for a detailed analysis for why that is the case, and extra treasure parcels instead of higher level ones, if that's more to your liking).

It should work fine in combination with "alternative" treasure packets like minotaur horns that act as residuum: only magic item treasure parcels are affected.
 
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