MRPG Loot Generation
Loot generates according to the level of the module. Many modules might include specific named-items, but whenever random loot is called for, use the following rules.
- 1 Mobs
- 2 Containers
- 3 Tables
- 3.1 Master Table
- 3.2 Crafting Ingredients
- 3.3 Equip Items
- 3.4 Use Items
- 4 See Also:
Mobs will usually drop a single item. Most of the time, that item will be a crafting ingredient. Each mob will have a list of collectibles it can drop, . Otherwise it can drop a random ingredient from the enchanting or alchemical tables. Roll 1d20 to decide:
From there, refer to the individual loot tables for further information
Containers come in 3 Classifications:
- Small: contains only money and tiny, very small, and small items such as gems, jewelry, or the smallest size of a material.
- Medium: contains tiny to medium items.
- Large: Contains all sizes of items.
For the number of items, start with the party size. Each container should hold about 3-5 items per character. You've also got to consider level: higher-level characters will have no use for low-level items. Check the Equip Items section for a series of loot rules. Most tables will have loot rules by character rank.
In many cases, the module will recommend an assortment of items to be found in a given container. The instructions might give a specific list, or ask you to roll on random numbers of ingredients, equip items, or use items. If a chest or other container includes a quest-item, it will specifically list the item as such, in which case it must be there and is not subject to random chance(unless, again, the module specifies).
Alternatively, if you are building your own module from scratch, or just want a little more flexibility, here is a random dice table you can work with. Containers have 5 ratings(1-5), roll a d6, if it lands on six, the container explodes and deals 10d10 damage to all party members, that should be fun. Also remember as the GM you have the privilege of deciding what your dice landed on. Assuming you get a 1-5, roll 1-5d20 and use the table bellow(If it lands on a 3, you roll 3d20s, if its a 5, 5d20s, etc).
A subset of containers are plants, plants drop items specifically from the plants list and will drop 1d8 of the specified ingredient(a Sage plant will only drop sage, obviously).
What follows are all of the various loot tables or links to said tables.
This table is a general starting point, however if your players are asking for something specific, feel free to skip to a sub-table. For the most part, any roll on this table will require you to move down to a sub-table to roll.
- Note: If ever you roll a 5 on this table for any reason, the container is full of spiders and nothing else. Let your player's do with this as they will.
All alchemical ingredients are considered to be of equal rarity. Ingredients are numbered, so when the table is finished this entry will include a number of dice to roll in order to pick the ingredient or number of ingredients.
Enchanting ingredients require a bit more work. Powders are of equal rarity and much more common than gems, so powders will be found most often. Gemestones are more scarce, and can rarely be found with the -Imbued property already there.
Equip items include all weapons, armor, and jewelry. While the game has 22 different equipment slots, there are effectively 12(each ear and each hand can be counted as 1 slot, pluss all the rings count as 1). However, as weapons are the most important, they should drop most often. Roll 1d20 and refer to the chart:
Once the set-piece has been determined.
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