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<blockquote data-quote="LostSoul" data-source="post: 6031800" data-attributes="member: 386"><p>Not necessarily, but I do want the ability to easily generate that static world. (Well, static to start off with.) That is, I understand the value of having things left uncertain to all involved until they are discovered in play, but I'd like it if there were also guidelines on how to easily create a static world.</p><p></p><p>What they have right now will work reasonably well, I think - just roll on the table that you think, as DM, feels right for your sanbox. Or just pick something. I think the magic item generation could be a lot better for your sandbox DM, though. I'm thinking treasure types with bell curves that ramp up based on the bad-assery of the monster in question, though not all bad-ass (or wimpy) monsters need have the same treasure type. (Golems, being bad-ass, might not have much treasure, but a wimpy dwarf might have a decent chance for lots of gems.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6031800, member: 386"] Not necessarily, but I do want the ability to easily generate that static world. (Well, static to start off with.) That is, I understand the value of having things left uncertain to all involved until they are discovered in play, but I'd like it if there were also guidelines on how to easily create a static world. What they have right now will work reasonably well, I think - just roll on the table that you think, as DM, feels right for your sanbox. Or just pick something. I think the magic item generation could be a lot better for your sandbox DM, though. I'm thinking treasure types with bell curves that ramp up based on the bad-assery of the monster in question, though not all bad-ass (or wimpy) monsters need have the same treasure type. (Golems, being bad-ass, might not have much treasure, but a wimpy dwarf might have a decent chance for lots of gems.) [/QUOTE]
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