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Treasure Tables! Posted: 05 Jul 2003 09:31 AM |
SoU gives us the chance to alter ALL the treasure tables to our own liking! Including monster drops, barrels, chests etc etc.
This is easy to do. All we need to do is put down a placeable (already built in the SoU toolset) for each (low, med, high, module wide, creature drop, container) etc..... Then we just fill it with any items we want! and make sure it is in an inaccessible area. e.g.
MODULE-WIDE BASE TREASURE CONTAINER
This is the low treasure container for the entire module. Place whatever items you want distributed to the players in LOW treasure scripts in this container. Place this container in an INACCESSIBLE area -- players should NEVER be able to reach it.
You should only have ONE of these containers in a module.
We can update in real time, add and remove stuff as we see fit AND even add custom made items! (e.g. Armour we made, CNR stuff etc etc) to become random drops!
Quite simply one of the best things about SoU imho. No more editing 2da files and messing with treasure tables. This also basically means we have total control, so no goblins dropping +4 armour etc.
Presumably we can customise this even further. So lower lvl monsters will only drop a few gp, or a gem or std weapons/armour potions etc.
AWESOME! So,,,,,,,, what should be in each treasure table then? Comment away!
Cheers
Arathon
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Vives Screenshots!
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Re: Treasure Tables! Posted: 05 Jul 2003 11:49 AM |
helloooos!
I said it earlier but the highest craftable's are +2 at the moment and that will probably not change, due the 'metal effects' and the ItemLVL. eg. if enchanting would raise an excisting adamantium sword to +3, + the excisting metal statistics, it will be around lvl17.. could be done ofcourse.. but maybe it's a bit to early for that and i don't like the idea a sword that loses its unique metal statistics and gains a +3 instead, just to be a low enough lvl. I would like to stick the craftables to +2 and ALSO make it impossible to find (at a drop or as treasure) a +3 of what item what-so-ever. +3's could be special Quest items or Godly (dm) Upgraded crafted items. And maybe drops from some big mean realy hard nasty monsters. what do you think..
Sug. |
"ehehehehe,.."
Try to look unimportant, they may be low on ammo. |
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Re: Treasure Tables! Posted: 05 Jul 2003 02:25 PM |
I'd agree about +3 items -- prolly only from a DM.
For craftable items, +1 sounds good (maybe a master craftsperson sould do +2).
That leaves treasure... +2 I think would be ok, but it should be very rare (less than 2% of the time)
My $0.02 (with little thought put into it also)
-Q
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Re: Treasure Tables! Posted: 05 Jul 2003 04:26 PM |
I love the idea of having treasure tables! No more shall that kobold drop a rapier +3! Maybe he'll drop a rusty dagger and a cure light wounds potion. I like the idea of the dragon's den having some high powered items and the gnoll cave having some basic crap.
With that in mind though I do think that +3 weapons should be random dropped with +4 and +5 weapons being the special DM drops. If you only allow +3 weapons to be gained in DM quests it weakens the strength of non-spellcasting classes significantly.
The way D&D is designed is that a fighter is supposedly balanced with a wizard if the fighter has magic items. Without magic items the fighter is toast. With this in mind I feel a fighter of levels 10- 15 or there abouts should have a +3 weapon. The new spell DIVINE FAVOUR for clerics grants a +1 to attack and damage for every three levels so a 12 th level cleric effectively has access to +4 weapons. In order for the non-spellcasting classes to be viable they need the higher + weapons to keep up to the power curve.
The way I feel it should be is that every high level character should have access to +3 weapons. Some of these would be rewarded with a +4 weapon through DM quests, and maybe there might even be one or two +5 weapons floating around the world.
My two gps. |
I do what the voices in my head tell me too. |
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Re: Treasure Tables! Posted: 06 Jul 2003 05:09 PM |
I think, as a DM and item creator, that +3 weapon drops are fine, albeit in realistic situations, and for only very high level monsters. All of the epic quest/class items are +3, but have oodles of stuff on top of them as well. +3 seems pretty standard and is on good par with the ability of spellcasters, and we need to have non-casters still be quite viable in vives, so +3 weapons and armor are good, since that is the ONLY enchantment they would have as opposed to the metal armors or the special DM ones.
~Fenarisk |
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Treasure Tables! Posted: 06 Jul 2003 09:27 PM |
The idea sounds very good and new...... i say do it and see how it goes....
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Re: Treasure Tables! Posted: 06 Jul 2003 09:48 PM |
Just for the sake of quickly getting this thought down, I may come back and add to it/change it...
I was thinking that it seems appropriate for monsters to drop weapons according to their level... example:
Monsters you can hit with regular weapons have a chance to drop a +1 Monsters that you have to have a +1 weapon to score on have a chance to drop +2 Monsters that need +2 to hit might drop +3
and so on... you see how this sorta goes... of course these are regular + weapons, not necessarily any magical enhancements...
It kinda gives a "weapons progression" path for players to follow, so you don't end up right at +3 and whackin everything...
Anyhow, just a thought. |
Question Authority! |
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