Once again, Noonan has been reading my thoughts... his "monkeys without blinders" is how I've been doing treasure generation for some time now.
Okay, perhaps my method is not as in-depth as his -- we'll have to wait and see -- but for years now, when determining random treasure, I've always given bonuses and (as Didier Monin would put it) maluses to the subsequent rolls, depending on how the previous roll came out. Did they get very little coin? Add 10 to the gem roll. Did that end up getting them the maximum gem return? Perhaps -5 for the art and jewelery.
Perhaps, though, they're going to take it a little further (and a little more exacting -- my plusses and minuses are pretty much determined by mood), and actually have loot that makes sense together? So no Quaal's feather token in the same chest as a +3 longsword and set of +2 full plate; no fireball wand stored with the repeating crossbow. A drow with an SR11 ring and darkvision goggles??
Of course, I'm a little disappointed that such a system change didn't get put into the Magic Item Compendium. A new treasure generation system doesn't have to come with a new ruleset like 4th edition, and the new system will now have to get retrofitted into the dozens of tables that the Compendium provides.
How long after the release of the new treasure generation system until someone has made an online system that contains the full Compendium? Time me.
Tuesday, October 2, 2007
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