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May 26, 2013, 4:42am




Original D&D Discussion :: Dungeons & Dragons (1971-1978) :: Monsters & Treasure (1974) :: Another Kind of "Treasure Types"
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 AuthorTopic: Another Kind of "Treasure Types" (Read 2,597 times)
The Perilous Dreamer
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 Re: Another Kind of "Treasure Types"
« Reply #15 on Feb 21, 2011, 7:14pm »

Have an exalt from me too. I started playing back in the 70's and I have always thought the treasure types could stand some improvements. Great job and I may incorporate this into my ongoing campaign.
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 Re: Another Kind of "Treasure Types"
« Reply #16 on Feb 21, 2011, 9:33pm »

This guy just keeps surpising me. Bravo!
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 Re: Another Kind of "Treasure Types"
« Reply #17 on Feb 22, 2011, 10:32am »

I really like this! It's much more reasonable than the official system and doesn't require more rolling or book space. I don't think it's much smaller, but the advantage is that it makes sense.
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 Re: Another Kind of "Treasure Types"
« Reply #18 on Feb 22, 2011, 7:54pm »

You could get some value out of jjarvis's misreading by making different assortments of that monster roll a different dice - like if it was a lone kobold, you'd just roll a d4, making the last two entries on the table (which would be reserved for big hoards) impossible to reach. Or likewise if in-lair treasure is automatically a +4 on the die, the first four entries would only show up for out-of-lair monsters.
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 Re: Another Kind of "Treasure Types"
« Reply #19 on Aug 17, 2011, 11:21am »

This is brilliant. Simple and intuitive yet with all the complexity one might need.
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 Re: Another Kind of "Treasure Types"
« Reply #20 on Aug 17, 2011, 12:15pm »

Although I'm not going to change the way I handle monster treasures, I was thinking about this recently and decided it would be excellent for treasures based on room type, perhaps even for dungeon dressing. You could define a couple room types for a dungeon, say Shrine, Storeroom, and Guardroom, with treasure codes for each; a shrine could be AENSVZ, for example. When rolling to decide the contents of a shrine, roll 1 or more d6s based on the shrine's size, maybe 1 die per 10 feet of wall, using the shortest wall. The results tell you what that particular shrine looks like. A 20x20 shrine with a roll of 55 is nothing but the remains of sacrificial victims on a crude altar; a 30x40 shrine with a roll of 113 has multiple religions icons and some incense and altar cloths.
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 Re: Another Kind of "Treasure Types"
« Reply #21 on Aug 17, 2011, 1:26pm »

Good article, except for...

"It takes a whole lot of long-winded rolling"....

For most of the judges I know, rolling up random treasure is fun. And for the players, it definitely is.

Strokes, folks, different.
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 Re: Another Kind of "Treasure Types"
« Reply #22 on Aug 17, 2011, 4:37pm »

I should also point out that I did this already.

http://angband.oook.cz/steamband/Treasure.pdf


Part of a series of things I've released on my blog:
http://hackslashmaster.blogspot.com/
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badger2305
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 Re: Another Kind of "Treasure Types"
« Reply #23 on Aug 17, 2011, 8:22pm »

Not sure I will use this myself - though I'm happy to borrow anything that is good. And this is quite, quite good. Have an exalt, Ways...!
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 Re: Another Kind of "Treasure Types"
« Reply #24 on Aug 28, 2011, 9:22am »

This is really good stuff. We published it in FO! #12 following Ways' submission, but I never saw this thread until just now - otherwise it might have been in there sooner! ??? :)
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 Re: Another Kind of "Treasure Types"
« Reply #25 on Aug 28, 2011, 2:26pm »

This is very elegant and demonstrates some of the High Panache of The Wilderlands of High Fantasy's use of well chosen single nouns for table entries. It is exemplary of how to flesh out an aspect of the OD&D rules.

I tend to handwave coins IMG because I don't use them as a measure of experience and all magic items are rare and artefacts in power and so are carefully placed, though I have at times decided after a mundane object was stolen that it is an artefact. Players may only discover a single magical effect in an item but nonetheless potentially its secrets may be unlocked (the players don't know that all magic items are extremely powerful and potentially dangerous.) The most significant treasures in my game are magical books which reveal secrets about the world and reveal the motivations of hidden powers.

Examples of books halfway down this post and two or three in the comments:
http://somekingskent.blogspot.com/2011/0....nt-stat-in.html

But back to the OP, for an OD&D game and if starting a campaign afresh these ideas would be irresistible.
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