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The logic behind magic items treasure tables?
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<blockquote data-quote="Li Shenron" data-source="post: 6880081" data-attributes="member: 1465"><p>Somehow I think also <em>my </em>point is being missed here... <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>I wasn't looking for an explanation why there is a table... the random magic items (or harlot/dinosaur encounter) table serves the purpose of randomizing the specifics when the DM has decided that there is a magic item to be found or harlot/dinosaur to be encountered.</p><p></p><p>And I wasn't looking for an explanation of percentages either, because they don't matter, beyond the generic "the rarer, the less probable" (which is actually self-defining).</p><p></p><p>What I was looking for was an explanation of why <em>different multiple tables</em>. But I am not looking for it anymore, because while some were giving up before trying, I figure it out by myself:</p><p></p><p>[CODE]tables A-E contain [I]consumables[/I] and some lesser [I]permanent[/I] items, mostly wondrous items</p><p>tables F-I contain [I]permanent items[/I]</p><p></p><p>table A: </p><p> common consumables</p><p> lesser uncommon consumables (healing and 2nd-level spells)</p><p> lesser uncommon wondrous items (bag of holding, light)</p><p></p><p>table B:</p><p> uncommon consumables</p><p> uncommon wondrous items (some of them, presumably of intermediate value)</p><p> lesser uncommon armors (mithral, mariner)</p><p> lesser uncommon rings (swimming)</p><p> lesser uncommon wands (detection)</p><p></p><p>table C:</p><p> rare consumables</p><p> uncommon wondrous items (presumably the better ones)</p><p> lesser rare wondrous items (handy haversack, folding boat, horseshoes)</p><p></p><p>table D:</p><p> very rare consumables</p><p> rare wondrous items</p><p></p><p>table E:</p><p> greater very rare scrolls (8th-level spells)*</p><p> greater very rare potions (healing)*</p><p> greater very rare ammunition (slaying)</p><p> legendary consumables</p><p>*these are also in table D, my guess is they were added also to table E otherwise it's too small of a table</p><p></p><p>table F:</p><p>uncommon permanent items**</p><p></p><p>table G:</p><p>rare permanent items**</p><p></p><p>table H:</p><p>very rare permanent items**</p><p></p><p>table I:</p><p>legendary permanent items**</p><p></p><p>**armors have a more precise distribution by type and therefore AC (so that uncommon heavier armors might be in table G or even H, rare heavier armors might be in H and I etc.)[/CODE]</p><p></p><p>So as you can see it wasn't that difficult to figure out <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=":)" /> The logic of Tables F-I is really simple. Tables A-E confused me because some wondrous items are also included, but they are actually mostly stuff that doesn't have significant use in combat.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6880081, member: 1465"] Somehow I think also [I]my [/I]point is being missed here... :) I wasn't looking for an explanation why there is a table... the random magic items (or harlot/dinosaur encounter) table serves the purpose of randomizing the specifics when the DM has decided that there is a magic item to be found or harlot/dinosaur to be encountered. And I wasn't looking for an explanation of percentages either, because they don't matter, beyond the generic "the rarer, the less probable" (which is actually self-defining). What I was looking for was an explanation of why [I]different multiple tables[/I]. But I am not looking for it anymore, because while some were giving up before trying, I figure it out by myself: [CODE]tables A-E contain [I]consumables[/I] and some lesser [I]permanent[/I] items, mostly wondrous items tables F-I contain [I]permanent items[/I] table A: common consumables lesser uncommon consumables (healing and 2nd-level spells) lesser uncommon wondrous items (bag of holding, light) table B: uncommon consumables uncommon wondrous items (some of them, presumably of intermediate value) lesser uncommon armors (mithral, mariner) lesser uncommon rings (swimming) lesser uncommon wands (detection) table C: rare consumables uncommon wondrous items (presumably the better ones) lesser rare wondrous items (handy haversack, folding boat, horseshoes) table D: very rare consumables rare wondrous items table E: greater very rare scrolls (8th-level spells)* greater very rare potions (healing)* greater very rare ammunition (slaying) legendary consumables *these are also in table D, my guess is they were added also to table E otherwise it's too small of a table table F: uncommon permanent items** table G: rare permanent items** table H: very rare permanent items** table I: legendary permanent items** **armors have a more precise distribution by type and therefore AC (so that uncommon heavier armors might be in table G or even H, rare heavier armors might be in H and I etc.)[/CODE] So as you can see it wasn't that difficult to figure out :) The logic of Tables F-I is really simple. Tables A-E confused me because some wondrous items are also included, but they are actually mostly stuff that doesn't have significant use in combat. [/QUOTE]
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