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<blockquote data-quote="DaveW" data-source="post: 5371703" data-attributes="member: 94430"><p>The players roll once, and can only get one item per roll (with the exception of the two healing potions part). Why does it look like they can get multiple items?</p><p></p><p>It's up to you how often they roll. For example, you could tell the players to roll once on the normal table and once on the magical table after a boss fight.</p><p></p><p>This means that most of the time they'll find mundane normal treasure on goons and normal baddies, but there's always the chance, a 3/20 chance, that they'll find some magical loot. The chances of them getting a level 5 item is pretty small (3/20*1/10 = 3/200, or 1.5% chance). In addition, the decks are under my control-as I said, nothing in them will seriously overpower any of the players. I retain full control over armor and weapons. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In truth, I'm not really relinquishing that much control to the player. I'm just giving the process<em> the illusion of transparency</em>, by moving what I'd do behind the screen to the front and getting them involved. I control the odds of getting items and what items are available to them, I tell them when they can and cannot roll and on which table. The important point is that the players feel empowered, in control of their own loot, and they definitely appreciated that.</p><p></p><p>Some more odds:</p><p></p><p>Getting a Wondrous Item in a normal chest: <strong></strong></p><p><strong>3%</strong> (3/20*2/10=6/200)</p><p></p><p>Getting a Magical Item above their Level in a normal chest: <strong></strong></p><p><strong>6%</strong> (3/20*4/10=12/200)</p><p></p><p>Finding Money/art item in a normal chest: <strong>66.5%</strong> (13/20+(3/20*1/10)=133/200) [including chance of botching magic table roll]</p><p></p><p>Getting a Level 5 Magical Item: <strong></strong></p><p><strong>1.5%</strong> (3/20*1/10 = 3/200)</p><p></p><p>Screwing up a magic table roll for a normal chest<strong>:</strong></p><p><strong>1.5%</strong> (3/20*1/10 = 3/200)</p><p></p><p>Getting a potion<strong>:</strong></p><p><strong>21.5%</strong> (4/20+(3/20*1/10) = 43/200)</p><p></p><p>Chance of not getting a magical or wondrous item in a normal chest:<strong></strong></p><p><strong>88%</strong> (17/20+(3/20*2/10) = 176/200)</p><p></p><p>Of course, when you are rolling on the magical loot table, your odds are 1/9 (11.1%), as I change the '1' to 're-roll on the magical table' when the players deserve a magical item. The chance of getting a good item is entirely up to how the DM builds the loot decks.</p><p></p><p></p><p></p><p>I agree, there will be some people who will just not like it. I'd like to hear from those people too, and find out their reasons. It will help me to improve my game.</p><p></p><p>Thanks for the feedback!</p><p></p><p>-Dave</p></blockquote><p></p>
[QUOTE="DaveW, post: 5371703, member: 94430"] The players roll once, and can only get one item per roll (with the exception of the two healing potions part). Why does it look like they can get multiple items? It's up to you how often they roll. For example, you could tell the players to roll once on the normal table and once on the magical table after a boss fight. This means that most of the time they'll find mundane normal treasure on goons and normal baddies, but there's always the chance, a 3/20 chance, that they'll find some magical loot. The chances of them getting a level 5 item is pretty small (3/20*1/10 = 3/200, or 1.5% chance). In addition, the decks are under my control-as I said, nothing in them will seriously overpower any of the players. I retain full control over armor and weapons. :) In truth, I'm not really relinquishing that much control to the player. I'm just giving the process[I] the illusion of transparency[/I], by moving what I'd do behind the screen to the front and getting them involved. I control the odds of getting items and what items are available to them, I tell them when they can and cannot roll and on which table. The important point is that the players feel empowered, in control of their own loot, and they definitely appreciated that. Some more odds: Getting a Wondrous Item in a normal chest: [B] 3%[/B] (3/20*2/10=6/200) Getting a Magical Item above their Level in a normal chest: [B] 6%[/B] (3/20*4/10=12/200) Finding Money/art item in a normal chest: [B]66.5%[/B] (13/20+(3/20*1/10)=133/200) [including chance of botching magic table roll] Getting a Level 5 Magical Item: [B] 1.5%[/B] (3/20*1/10 = 3/200) Screwing up a magic table roll for a normal chest[B]: 1.5%[/B] (3/20*1/10 = 3/200) Getting a potion[B]: 21.5%[/B] (4/20+(3/20*1/10) = 43/200) Chance of not getting a magical or wondrous item in a normal chest:[B] 88%[/B] (17/20+(3/20*2/10) = 176/200) Of course, when you are rolling on the magical loot table, your odds are 1/9 (11.1%), as I change the '1' to 're-roll on the magical table' when the players deserve a magical item. The chance of getting a good item is entirely up to how the DM builds the loot decks. I agree, there will be some people who will just not like it. I'd like to hear from those people too, and find out their reasons. It will help me to improve my game. Thanks for the feedback! -Dave [/QUOTE]
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