Arneson inspired alternative Treasure Generation
Jan 27, 2016 21:14:34 GMT -6
Finarvyn, Fearghus, and 1 more like this
Post by derv on Jan 27, 2016 21:14:34 GMT -6
Here’s another take on treasure generation taken from Arneson’s Adventures in Fantasy. This is meant to replace the table found in M&T p.22 for treasure found in lairs. It will produce fairly diverse outcomes, though not quite as rich of results as can occur with M&T.
I have modified and condensed Arneson’s table from a d10 table with 100 possible outcomes to a d6 table with 36 possible outcomes. I have also eliminated copper pieces from the table because I do not utilize them in my games. Additionally, I have altered how magic items are generated.
If you want to put copper back in, you would need to change the frequency of silver as an outcome. Replace five Sx1 with Cx1, three Sx2 with Cx2, and one Sx4 with Cx4. The occurrence of copper pieces makes up 37% of Dave’s table.
Magic items as a possible outcome make up 2% of Arneson’s table. Again, magic is more rare in my games, so it is only a possibility when Misc. Treasure is generated. Even then, it only happens 1 in 10 times when an artifact is present. If you want to return to Dave’s method, simply replace one of the Tx1 with Mx1. If you want more magic, make it Mx2 or replace two Mx1’s.
I have tripled the possible outcome of Misc. Treasure from Arneson’s table. On Dave’s table it occurs only 4% of the time.
Now, there may be certain creatures that you feel should have much richer hoards. Using the Treasure Types found in M&T, a possible alternative would be to modify results for types A, G, & H by a multiplier of x3 to x5. These are the only types I think warrant consideration. But, that’s up to you. I personally do not alter the results of the table, regardless of type, since there is also an 8% chance of rolling multiple times on the table, as is.
Of note, this table will produce no treasure approximately 8% of the time.
Here’s the figures I used from AiF in producing this table.
Arnesons AiF Treasure Generation
Number of Occurrences (100%)
Cx1 (15) Cx2 (12) Cx3 (4) Cx4 (4) Cx5 (2) =37%
Sx1 (4) Sx2 (7) Sx3 (1) Sx4 (1) =13%
G x1 (7) Gx2 (6) Gx3 (1) =14%
Cx1 & Sx1 (9) Cx1 & Sx2 (1) Cx1 & Sx4 (3) Cx2 & Sx1 (3) Cx2 & Sx3 (1) =17%
Jx1 (5) Sx3 & Jx1 (1) Gx2 & Jx1 (1) =7%
Mx1 & Cx1 (1) Mx2 & Cx1 (1) =2%
Tx2 & Cx1 (2) Tx1 & Sx3 (1) Tx1 & Gx3 (1) =4%
Multiple Rolls on Table =6%
C & S = approx. 67% treasures
Treasures of coins or gems have a 10% chance of not occurring or of having no value.
S= silver piece (10 sp= 1 gp)
G= gold piece
Quantity= d6 x number listed x d6 (1-3= x10, 4-5= x100, 6= x500)
J= Gems & Jewelry
Quantity= 3d6 x number listed
Roll d6 for each one (1-4)= Gems (5-6)= Jewelry
Roll d6 for Gems (1-2)= rubies (3-4)= emeralds (5)= pearls (6)= diamonds
Roll d6 for Jewelry (1-2)= bracelet (3)= rings (4)= earrings (5)= broach (6)= necklace
Gem Value (gp): d6 >>> (1-2) 50, (3-4) 100, (5) 500, (6) 1000
Roll 1d6 on a roll of 1, gem at next higher level
Jewelry Value (gp): d6 >>> (1-3)= d6 x 100, (4-5)= d6 x 500, (6)= 2d6 x 1000
Loose treasure stored in (d6): (1-2)= sack, (3-4)= chest, (5)= leather pack, (6)= pottery
T= Misc. Treasure
Roll d6 for type:
(1) artwork, sculpture, vases, tapestry 2d6 gp x d6 (1-2= x10, 3-5= x100, 6= x500) d6 pieces
(2) plates, goblets, utensils d6 (1-5= silver 6= gold) d20 pieces
(3) weaponry or armor (roll for type x listed value) d20 pieces (1 in 6= ornate x5 value)
(4) ivory (100 gp x d6 per tusk) 2d6 pieces
(5) kegs of goods (roll for contents)
(6) artifact* (10% magical-reference M&T)
Content of Keg: d6 for size (1-4= 5 gal., 5= 20 gal., 6= 50 gal.): d6 for type x d6 for quantity
(1) wine 5 gp, (2) ale 1 gp (3) salt 10 gp (4) spice 10-100 gp (5) perfume 10-60 gp (6) oil 4 gp
*values are per gallon
Liquid weight= 8 lbs/gallon= 80 coins/gallon
Dry weight= 5 lbs/gallon= 50 coins/gallon
I have modified and condensed Arneson’s table from a d10 table with 100 possible outcomes to a d6 table with 36 possible outcomes. I have also eliminated copper pieces from the table because I do not utilize them in my games. Additionally, I have altered how magic items are generated.
If you want to put copper back in, you would need to change the frequency of silver as an outcome. Replace five Sx1 with Cx1, three Sx2 with Cx2, and one Sx4 with Cx4. The occurrence of copper pieces makes up 37% of Dave’s table.
Magic items as a possible outcome make up 2% of Arneson’s table. Again, magic is more rare in my games, so it is only a possibility when Misc. Treasure is generated. Even then, it only happens 1 in 10 times when an artifact is present. If you want to return to Dave’s method, simply replace one of the Tx1 with Mx1. If you want more magic, make it Mx2 or replace two Mx1’s.
I have tripled the possible outcome of Misc. Treasure from Arneson’s table. On Dave’s table it occurs only 4% of the time.
Now, there may be certain creatures that you feel should have much richer hoards. Using the Treasure Types found in M&T, a possible alternative would be to modify results for types A, G, & H by a multiplier of x3 to x5. These are the only types I think warrant consideration. But, that’s up to you. I personally do not alter the results of the table, regardless of type, since there is also an 8% chance of rolling multiple times on the table, as is.
Of note, this table will produce no treasure approximately 8% of the time.
Here’s the figures I used from AiF in producing this table.
Arnesons AiF Treasure Generation
Number of Occurrences (100%)
Cx1 (15) Cx2 (12) Cx3 (4) Cx4 (4) Cx5 (2) =37%
Sx1 (4) Sx2 (7) Sx3 (1) Sx4 (1) =13%
G x1 (7) Gx2 (6) Gx3 (1) =14%
Cx1 & Sx1 (9) Cx1 & Sx2 (1) Cx1 & Sx4 (3) Cx2 & Sx1 (3) Cx2 & Sx3 (1) =17%
Jx1 (5) Sx3 & Jx1 (1) Gx2 & Jx1 (1) =7%
Mx1 & Cx1 (1) Mx2 & Cx1 (1) =2%
Tx2 & Cx1 (2) Tx1 & Sx3 (1) Tx1 & Gx3 (1) =4%
Multiple Rolls on Table =6%
C & S = approx. 67% treasures
Treasures of coins or gems have a 10% chance of not occurring or of having no value.
Treasure Generation Table
**** | **** | **** | **First | Roll** | **** | **** | **** |
**** | **** | 1 | 2 | 3 | 4 | 5 | 6 |
**** | 1 | 0 | Sx2 | Sx1 | Sx1 | Sx1 | Sx2 Tx1 |
Second | 2 | Sx2 | Sx1 | Sx4 | Sx1 | Sx1 | Sx4 |
Roll | 3 | Sx1 | Sx1 | 0 | Sx1 Jx1 | Sx2 Jx1 | Sx1 |
**** | 4 | Sx1 Jx1 | Sx1 Gx1 | Sx1 | Sx3 | Sx1 Gx1 | Sx1 Tx1 |
**** | 5 | Sx1 | Sx1 Tx1 | Gx2 | Gx3 | 0 | Roll 2x |
**** | 6 | Gx1 Tx1 | Gx1 | Gx2 Tx2 | Gx1 Jx2 | Roll 2x | Roll 3x |
G= gold piece
Quantity= d6 x number listed x d6 (1-3= x10, 4-5= x100, 6= x500)
J= Gems & Jewelry
Quantity= 3d6 x number listed
Roll d6 for each one (1-4)= Gems (5-6)= Jewelry
Roll d6 for Gems (1-2)= rubies (3-4)= emeralds (5)= pearls (6)= diamonds
Roll d6 for Jewelry (1-2)= bracelet (3)= rings (4)= earrings (5)= broach (6)= necklace
Gem Value (gp): d6 >>> (1-2) 50, (3-4) 100, (5) 500, (6) 1000
Roll 1d6 on a roll of 1, gem at next higher level
Jewelry Value (gp): d6 >>> (1-3)= d6 x 100, (4-5)= d6 x 500, (6)= 2d6 x 1000
Loose treasure stored in (d6): (1-2)= sack, (3-4)= chest, (5)= leather pack, (6)= pottery
T= Misc. Treasure
Roll d6 for type:
(1) artwork, sculpture, vases, tapestry 2d6 gp x d6 (1-2= x10, 3-5= x100, 6= x500) d6 pieces
(2) plates, goblets, utensils d6 (1-5= silver 6= gold) d20 pieces
(3) weaponry or armor (roll for type x listed value) d20 pieces (1 in 6= ornate x5 value)
(4) ivory (100 gp x d6 per tusk) 2d6 pieces
(5) kegs of goods (roll for contents)
(6) artifact* (10% magical-reference M&T)
Content of Keg: d6 for size (1-4= 5 gal., 5= 20 gal., 6= 50 gal.): d6 for type x d6 for quantity
(1) wine 5 gp, (2) ale 1 gp (3) salt 10 gp (4) spice 10-100 gp (5) perfume 10-60 gp (6) oil 4 gp
*values are per gallon
Liquid weight= 8 lbs/gallon= 80 coins/gallon
Dry weight= 5 lbs/gallon= 50 coins/gallon