I am reworking the random treasure, and one thing I would like to change is the distribution of drops. Currently, a single drop can be up to 3 items. I have changed this to 1 item (we can increase drop rate if needed, but this gives more control.) per drop.
We could do multiple items by using some distribution where: 100% first drop, 55% second drop, 15% third drop, etc.
Regardless, my question relates to treasure TYPES.
We need some kind of formula like:
crystals drop 5% of the time.
scrolls/wands/potions/staves drop 40% of the time. (each 10%)
trinkets (bracelets, rings, etc. including cloaks, boots and gloves) drop 20% of the time.
armor (head, arms, legs, body) drop 25% of the time.
weapons drop 10% of the time.
This is what it is currently set to. Does this seem to be reasonable? Comments or questions?
- Ornir Elunari
Archived discussion
Random Treasure type distribution
4 replies
Table: Random Magic Item Generation
Minor | |Medium| |Major| |Item
01—04 | |01-10| |01-10| |Armor and shields
05—09 | |11-20| |11-20| |Weapons
10—44 | |21-30| |21-25| |Potions
45—46 | |31-40| |26-35| |Rings
———— | |41-50| |36-45| |Rods
47—81 | |51-65| |46-55| |Scrolls
———— | |66-68| |56-75| |Staffs
82—91 | |69-83| |76-80| |Wands
92-100 | |84-100| |81-100| |Wondrous items
just a 1d100 table from d20srd. should try to stay close to that? possibly?
I assume the code takes care of things like, killing lvl 1 mobs over and over to get loot, by limiting the types you can actually get from mobs based on lvl/etc.
Yep, the items are generated based on level.
seems good