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General Tabletop Discussion
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The logic behind magic items treasure tables?
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<blockquote data-quote="Jester David" data-source="post: 6880026" data-attributes="member: 37579"><p>As you move higher in the alphabet the rarity increases, with consumables either being given their own table or increased frequency on tables. As mentioned, A-E are mostly consumables or low-impact items, with Table A being common consumables and Table E being very rare.</p><p></p><p>Beyond that, the items tend to be sorted alphabetically by odds. So you have A-Z in the items with a 5% chance, A-Z with the 2% chance items, and A-Z with the 1% chance items. Often with armours spaced out evenly. Table F is uncommon permanent magic items that have a greater game impact while Table I is all the very rare impactful items. </p><p></p><p></p><p>3e's random magic item tables weren't any better. </p><p>And 4e didn't even bother attempting random magic item tables. </p><p></p><p>Unless this is another post complaining about how they didn't assign exact and absolute gold piece values for each item...</p></blockquote><p></p>
[QUOTE="Jester David, post: 6880026, member: 37579"] As you move higher in the alphabet the rarity increases, with consumables either being given their own table or increased frequency on tables. As mentioned, A-E are mostly consumables or low-impact items, with Table A being common consumables and Table E being very rare. Beyond that, the items tend to be sorted alphabetically by odds. So you have A-Z in the items with a 5% chance, A-Z with the 2% chance items, and A-Z with the 1% chance items. Often with armours spaced out evenly. Table F is uncommon permanent magic items that have a greater game impact while Table I is all the very rare impactful items. 3e's random magic item tables weren't any better. And 4e didn't even bother attempting random magic item tables. Unless this is another post complaining about how they didn't assign exact and absolute gold piece values for each item... [/QUOTE]
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