Alternate Treasure Determination

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foxroe
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Alternate Treasure Determination

Post by foxroe »

Not a huge fan of the treasure "trade out" system (not that it's a bad system).

Besides using one of the systems from the original games, has anyone come up with their own version for randomly determining treasure composition?

Edit: Mods - If there's a more appropriate subforum for this, feel free to move it.
- Fox

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merias
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Re: Alternate Treasure Determination

Post by merias »

I don't use the trade out system, I tend to use tables to get a rough idea and move things around/add/remove treasures on the fly, even during a session. I have also used the "Monster & Treasure Assortment' (it was in a Holmes Basic box set I bought on ebay), if I do that I add random odd increments to the coin amounts (so like 200gp becomes 204gp).

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The Wanderer
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Re: Alternate Treasure Determination

Post by The Wanderer »

I'm not really a fan of the trade out system either.

I contemplated swapping in the treasure system from Delving Deeper for WB:FMAG. But I ended up sticking to the original goal of changing as little as possible.

It still bugs me though, so I may end up changing it up for the next update of White Box:FMAG
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ClawCarver
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Re: Alternate Treasure Determination

Post by ClawCarver »

I don't find the "trade out" system to be fun or interesting. I tend to use the B/X rules for treasure determination, or sometimes the Monster & Treasure Assortment, and then tweak and change things to suit my taste.

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Shadow Demon
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Re: Alternate Treasure Determination

Post by Shadow Demon »

Please do change the trade-out system on your next WB update.

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foxroe
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Re: Alternate Treasure Determination

Post by foxroe »

Thanks for the input so far. I agree, there is a certain charm in the randomness of the older D&D systems and the M&T assortments, which is something I miss in S&W.

I've been toying with the idea of making up a one-roll chart with the "low value" items on the lower end of the table and "higher value" items at the high end, then modifying the roll by the monster's HD or "challenge level".

Something like this that could incorporate the existing treasure tables:
Roll 1d12 and add HD:
1 - 2d8 c.p.
2 - 2d20 c.p., 2d6 s.p.
3 - 2d12 s.p., 2d12 g.p. (50%)
4 - 1d6x10 each of c/s/g.p., Minor Item (50%)
5 - (...etc.)
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