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  • #16
    Re: Random Equipment Tables

    I've created a cleaner version of the tables in a .pdf.

    linked in my signature and here via dropbox:

    https://www.dropbox.com/s/evxe12vns6...Armor.pdf?dl=0
    The Veil Codex
    Random Weapons and Armor Tables
    Injuries

    Comment


    • #17
      Re: Random Equipment Tables

      @wired_wolf

      I just recently tried you random item generator, since I was in the market to give out some loot and didn't know what. It was entertaining, although had a tendency toward items with one or two special characteristic (e.g., it's a normal sword with three rune slots, or Superior Masterwork Light Leather). Do you have tips for guiding the randomness toward low-level, mid-level or high-level parties? or ideas for making it more likely that magical items are higher quality, or special material?

      I rolled Superior Masterwork +2 a couple times and was wondering if that was meant to be +2 attack and +2 damage, if applicable?

      Your tables predate the Core rules, which talk about +1 to +3 attack and +1 to +3 damage for masterwork weapons.

      For a moment I was confused by your "Superior Masterwork" since Core uses "Superior" to refer to items made from special materials, and you have materials on a separate table.

      Was ammunition intentionally left off your base table?

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      • #18
        Re: Random Equipment Tables

        Originally posted by mmacvicar View Post
        Your tables predate the Core rules, which talk about +1 to +3 attack and +1 to +3 damage for masterwork weapons.

        For a moment I was confused by your "Superior Masterwork" since Core uses "Superior" to refer to items made from special materials, and you have materials on a separate table.
        Unless wired_wolf jumps in, I'd say the tables are both attack and damage. In the sets they were always seperate. I'd also say that "superior" in "superior masterwork" is just a descriptor.

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        • #19
          Re: Random Equipment Tables

          The workmanship quality specifically states attack value (at least in the post). Just 'cuz it's prettier doesn't mean it causes more damage, but it may be lighter, better balanced, and thereby easier to use.

          Looks like the core book uses "masterwork and superior" almost interchangeably, but I see what you're talking about. Superior helps out in social settings. However, in the verbiage I've chosen for workmanship quality reflects that while one piece may be awesomely made...another might be even BETTER made than that! So this may be something to re-word, somehow, since "superior" is actually a term in the game. :/

          For advice on low/mid/high ranges, if you want to go the totally random route if you're looking for "lower level items" I'd say subtract 5 from the rolls on steps 2-5, while if you want "higher end" ADD +3 to steps 2-5. Middle tier, eh, can't think of a good way to do that. That does give me a good idea on building tiered charts/methods for higher/lower leveled gear.

          Or even more simply, cap out your rolls. Lower levels cannot have anything with a roll value of 12+ on the charts, middle tiers fall between say 8-16, and higher tiers fall between 12-20. Couple random thoughts on that.

          Ammo is a "work in progress", but to me it always broke down to different damage types, and a few special bonuses instead of +Damage. However, given that RAW ammo is automatically figured into the weapon stat, I'd think giving arrows special properties (eg...fire, energy, whatnot, armor piercing) would be better than stacking damage bonuses that would be incurred through the weapon itself.

          This is definitely one of those "needs to revisit" projects that I have.
          The Veil Codex
          Random Weapons and Armor Tables
          Injuries

          Comment

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