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Rolling for treasure - my method
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<blockquote data-quote="Fanaelialae" data-source="post: 6864591" data-attributes="member: 53980"><p>It looks to me like every treasure roll has a roughly 1% chance of resulting in a legendary magic item, and a 2% chance of a very rare item. As a DM who rolled three natural 100s last night in a handful of d100 rolls (a series of deadly wandering encounters that brought the party to the edge of TPK), I can say with certainty that such things do happen. With a few lucky rolls, a low level party could end up with a Staff of the Magi. Now that's not the end of the world if it's how you like to play, but you should definitely ask yourself whether you're okay with something like that happening.</p><p></p><p>If you're not okay with a low level party ending up with a legendary item, then the major issue I see with your system is that it does not take into account the difficulty of the encounter or the level of the party. I might be okay with a system that allowed a chance for a Staff of the Magi being found in a rat's nest, but IMO it shouldn't be the same odds as finding one in the hoard of an ancient dragon. </p><p></p><p>If you're concerned with balance, I would recommend making the magic item table encounter CR or level based. The downside of a level-based approach is that a level 20 party is just as likely to find a Staff of the Magi in a rat's nest as a dragon's lair, but at least the item is appropriate for their level in that instance.</p><p></p><p>I'd recommend something like the following:</p><p></p><p><strong>Rarity of magic item</strong> (roll d20 + encounter CR)</p><p>1-13: Common</p><p>14-23: Uncommon</p><p>24-30: Rare</p><p>31-37: Very rare </p><p>37-40: Legendary</p><p></p><p>I'd also recommend that consumable items make up the bulk of what is found, if rolls are relatively common. However, only you know how often you'd be rolling for treasure so you'd probably need to adjust the above based on those assumptions. Here's an analysis that breaks down what an average party might acquire under the DMG system:</p><p><a href="http://www.enworld.org/forum/showthread.php?395770-Analysis-of-quot-Typical-quot-Magic-Item-Distribution#ixzz3LsaAPCqb" target="_blank">http://www.enworld.org/forum/showthread.php?395770-Analysis-of-quot-Typical-quot-Magic-Item-Distribution#ixzz3LsaAPCqb</a></p><p></p><p>One final thing that I would note is that, aside perhaps from the availability of magic weapons at higher levels, 5e doesn't assume magic items in its math. Like the earlier editions, having the right magic items simply makes the game easier. It should, however, be playable without them at a higher but not impossible difficulty. That's something to keep in mind when determining how many magic items will be floating around in your campaign.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6864591, member: 53980"] It looks to me like every treasure roll has a roughly 1% chance of resulting in a legendary magic item, and a 2% chance of a very rare item. As a DM who rolled three natural 100s last night in a handful of d100 rolls (a series of deadly wandering encounters that brought the party to the edge of TPK), I can say with certainty that such things do happen. With a few lucky rolls, a low level party could end up with a Staff of the Magi. Now that's not the end of the world if it's how you like to play, but you should definitely ask yourself whether you're okay with something like that happening. If you're not okay with a low level party ending up with a legendary item, then the major issue I see with your system is that it does not take into account the difficulty of the encounter or the level of the party. I might be okay with a system that allowed a chance for a Staff of the Magi being found in a rat's nest, but IMO it shouldn't be the same odds as finding one in the hoard of an ancient dragon. If you're concerned with balance, I would recommend making the magic item table encounter CR or level based. The downside of a level-based approach is that a level 20 party is just as likely to find a Staff of the Magi in a rat's nest as a dragon's lair, but at least the item is appropriate for their level in that instance. I'd recommend something like the following: [B]Rarity of magic item[/B] (roll d20 + encounter CR) 1-13: Common 14-23: Uncommon 24-30: Rare 31-37: Very rare 37-40: Legendary I'd also recommend that consumable items make up the bulk of what is found, if rolls are relatively common. However, only you know how often you'd be rolling for treasure so you'd probably need to adjust the above based on those assumptions. Here's an analysis that breaks down what an average party might acquire under the DMG system: [url]http://www.enworld.org/forum/showthread.php?395770-Analysis-of-quot-Typical-quot-Magic-Item-Distribution#ixzz3LsaAPCqb[/url] One final thing that I would note is that, aside perhaps from the availability of magic weapons at higher levels, 5e doesn't assume magic items in its math. Like the earlier editions, having the right magic items simply makes the game easier. It should, however, be playable without them at a higher but not impossible difficulty. That's something to keep in mind when determining how many magic items will be floating around in your campaign. [/QUOTE]
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