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Post by Scott Anderson on Feb 23, 2015 21:52:45 GMT -6
One of the only ways a thief or fighting man (or dwarf or hobbit) can get considerably better is to gain magic items. Clerics and magic users less so since magic is "exponential" in power.
And yeah, guys did a lot. Throwing in a couple three cool powerful items makes a big difference in the capabilities and the interest in a particular party even if they don't use the items.
In a PBP game right here, the party had lost a previous companion when he picked up a cursed magic sword. When they found the next one, nobody wanted to touch it for some time! Finally someone tried it, and as a reward, he got to keep it. its a flaming sword, so that increases the party's bravado and survivability quite a bit.
The moral of the story is: d**n, use the magic items Gary gave us!
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Post by geoffrey on Feb 23, 2015 23:34:12 GMT -6
I've thought of another possible method for determining magic items for NPC men in dungeons: the three D&D Monster & Treasure Assortments published in 1977-78. I'm compiling the data now.
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Post by geoffrey on Feb 24, 2015 16:01:26 GMT -6
Here is the raw data for human encounters in the three Monster & Treasure assortments:
Monster & Treasure Assortments (humans and magic items)
FIRST LEVEL (25% men) 1. Berserkers (1-4) 9. Bandits (2-5) 11. Footpads (1-4) 5% chance for any one to have a magic item 13. Warriors (1-3) 15. Warrior Paladin (1) 20% chance for magic sword and armor 23. Paladin Swordsman (1) 25% chance for magic sword and armor 27. Seers (1-2) 10% chance for having some magic item other than a sword or misc. weapon 29. Shamen (1-2) 10% chance for any magic item other than one with an edge or point 30. Burglars (1-2) 15% chance for any one to have magic item 37. Footpads (1-4) 5% chance for any one to have magic 47. Warriors (1-3) 51. Conjurers (1-2) 15% chance of having some magic item other than a sword or misc. weapon 53. Berserkers (1-4) 59. Bandits (2-5) 61. Berserkers (1-4) 63. Adepts (1-4) 5% chance of having any magic items other than one with an edge or point 66. Village Priests (1-2) 10% chance for any magic item other than one with an edge or point 67. Hero Paladin (1) 30% chance for magic sword and armor, 10% chance for magic misc. weapon 76. Bandits (2-5) 88. Berserkers (1-4) 89. Warriors (1-3) 92. Evil Adepts (1-4) 5% chance for having any magic item other than a sword or misc. weapon 93. Seers (1-2) 10% chance of having some magic item other than a sword or misc. weapon 98. Berserkers (1-4) 100. Berserkers (1-4)
SECOND LEVEL (25% men) 1. Magician (1) 30% chance for having some magic item other than a sword or misc. weapon 9. Bandits (2-12) 10. Heroes (1-3) 10% chance for each for magic armor and/or weapons 15. Bandits (2-12) 17. Conjurers (1-4) 15% chance for having some magic item other than a sword or misc. weapon 18. Warriors (2-5) 21. Bandits (2-12) 24. Seers (2-5) 10% chance for having some magic item other than a sword or misc. weapon 35. Bandits (2-12) 38. Robbers (1-4) 10% chance for each to have magic item 39. Berserkers (2-8) 44. Paladin Warriors (1-3) 20% chance for magic sword and armor 46. Bandits (2-12) 48. Footpads (2-5) 10% chance for any one to have magic item 54. Warriors (2-5) 61. Bandits (2-12) 62. Bandits (2-12) 69. Berserkers (2-8) 72. Warriors (2-5) 79. Footpads (2-5) 5% chance for only one to have magic item 80. Bandits (2-12) 82. Robbers (1-4) 10% chance for each to have magic item 89. Berserkers (2-8) 90. Berserkers (2-8) 99. Shamen (2-5) 20% chance for each to have any magic item other than edged or pointed
THIRD LEVEL (14% men) 1. Berserkers (4-16) 2. Thaumaturgists (1-3) 25% chance for having some magic item other than a sword or misc. weapon 6. Footpads (3-12) 5% chance for each one to have magic item 11. Champions (1-2) 25% for each for magic armor, weapons, and/or a potion 26. Evil Curates (2-5) 30% chance for each to have any magic item other than with edge or point 32. Bandits (5-30) 41. Berserkers (4-16) 50. Bandits (5-30) 61. Conjurers (2-5) 15% chance for having some magic item other than a sword or misc. weapon 64. Cutpurses (2-5) 15% for each one to have magic item 65. Bandits (5-30) 68. Swordsmen (2-3) 5% chance for each to have magic armor and/or weapons 79. Sharpers (1-4) 20% for each one to have magic item 87. Warriors (3-12)
FOURTH LEVEL (9% men) 5. Swashbucklers (1-4) 25% chance for each to have magic item usable by fighters 17. Sharpers (2-8) 30% chance that each will have usable magic item 21. Bishops (1-4) 30% for 1-3 (check for each) magic items other than with edge or point 40. Superheroes (1-2) 40% chance for each to have magic item usable by fighter 44. Heroes (2-5) 20% chance for each to have magic item usable by fighter 46. Robbers (3-18) 20% each will have usable magic item 58. Myrmidon Paladins (2-5) 30% each has magic item usable of fighter and/or Healing Potion 82. Swashbucklers (1-4) 25% each will have magic item usable by fighter 84. Burglars (3-12) 20% that each will have usable magic weapon
FIFTH LEVEL (14% men) 9. Magicians (2-5) 30% that each will have a magic item usable by a magic-user 18. Cutpurses (3-12) 25% chance for each to have magic item usable by thief 20. Enchanters (1-4) 35% that each will have item usable by magic-user 23. Evil Curates (2-8) 25% that each will have a magic item usable by a cleric 30. Paladin Champions (1-2) 35% each will have magic item usable by fighter and/or armor 49. Swashbucklers (2-5) 25% each will have magic item usable by fighter 52. Evil Lamas (2-5) 35% that each will have usable magic item 53. Lamas (2-5) 35% that each will have a usable magic item 57. Pilferers (1-3) 35% chance for each to have magic item usable by thieves 61. Sorcerer (1) 45% chance for 1 or 2 magic items, usable by magic-user 72. Thief (1) 45% chance for magic item usable by thief 73. Patriarchs (1-2) 40% chance for each to have a magic item usable by cleric 82. Cutpurses (2-5) 25% chance of having usable magic item 85. Evil Bishops (2-5) 30% each will have scroll usable by cleric or a potion
SIXTH LEVEL (12% men) 3. Evil Vicars (2-8) 20% that each will have a magic item usable by a cleric 5. Thieves (1-2) 45% that each thief will have a usable magic item 8. Patriarchs (1-3) 40% that each will have a usable magic item 11. Swashbucklers (2-8) 25% that each will have a usable magic item 21. Evil Heroes (3-12) 20% that each will have a usable magic item 23. Evil Lamas (1-4) 35% that each will have a usable magic item 26. Ranger Lords (1-2) 50% that each will have a usable magic item 30. Warlocks (1-3) 40% that each will have a usable magic item 60. Burglars (2-12) 20% that each will have a usable magic item 70. Sorcerers (1-2) 45% that each will have a usable magic item 93. Bandits (7-42) The leader will have magic armor, each of his [4] henchmen have a 25% chance of having a usable magic item, there is a 5% chance that each will have a usable magic item. 95. Evil Champions (2-5) 35% chance that each will have a usable magic item
SEVENTH LEVEL (7% men) 10. Necromancers (1-3) 50% that each will have a magic item usable by a magic-user 11. Warlocks (2-5) 40% that each will have a magic item usable by a magic-user 46. Superheroes (2-5) 40% that each will have magic item usable by fighter 54. Thieves (1-4) 45% that each will have a usable magic item 58. Myrmidons (3-12) 30% each will have a magic weapon and/or armor 87. Champions (2-8) 35% each will have magic item usable by fighter 100. Evil High Priests (1-3) 40% each will have magic item usable by cleric
EIGHTH LEVEL (10% men) 1. EHP's (1-4) 40% each will have magic item usable by cleric 25. 12th Level Wizard (1) 60% for magic item usable by magic-user, will have 1-3 hero body guards 30. Lord Paladin (1) 45% to have magic armor/sword 34. Necromancers (1-3) 50% each will have magic item usable by magic-user 62. Thieves (2-5) 45% for magic item usable by thief 66. Master Thief--12th Level 60% to have usable magic item 68. Thieves (2-5) 45% for magic item usable by thief 78. Enchanters (2-5) 35% each will have magic item usable by magic-user 82. Superheroes Paladin (1-3) 40% to have usable magic item 91. Master Thieves (1-3) 50% each will have magic item usable by thief
NINTH LEVEL (9% men) 1. Superheroes Paladin (1-4) 40% each will have magic item usable by fighter 10. Patriarchs (2-5) 40% each will have magic usable by cleric 14. Sorcerers (2-5) 45% each will have magic item usable by magic-user 18. Lords (2-5) 45% each will have magic item usable by fighter 26. EHP's (2-5) 45% each will have magic item usable by cleric 39. Master Thieves (1-4) 50% to have usable magic item 56. Patriarchs (2-5) 45% each will have magic item usable by cleric 59. 11th Level Paladin Lords (1-2) 55% for 1-2 magic items usable by fighter 77. Sorcerers (2-5) 45% that each will have a magic item usable by a magic user
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Post by makofan on Feb 26, 2015 11:04:57 GMT -6
In my current campaigns, I go by the M&T guidelines (5% per level), roll the dice and let emergence do its thing. How cool is it that a first level fighter got a flaming sword from an ankheg tunnel? He may never get an item that good again, but now he has a talking point about his character
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