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Dungeons & Dragons Set 1: Basic Rules» Forums » Rules

Subject: Need Help Understanding the Random Treasure Table rss

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Taylor Liss
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This is from page 40 of the Dungeon Master's Guide.

The table in question is the "Group Treasure Table."

It looks like this:

Type 1000's of 1000's of 1000's of 1000's of 1000's of Gems Jewlery Magic Items
Copper Silver Electrum Gold Platinum
---------------------------------------------------------------------------------------
A 25% 1-6 30% 1-6 20% 1-4 35% 2-12 25% 1-2 50% 6-36 50% 6-36 30% Any 3


How the heck do I use this table? (It's my first read through of this system.)

Thanks in advance!
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James Lowry
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There should be instructions nearby, but:

Generally, each monster has a treasure type listed (actually, it should be two, one for wandering around, and one for if found in its lair). When a monster is defeated, you check the appropriate roll on the treasure table, and start rolling for each column. In this case, roll percentile: if you get a 25 or below, roll 1d6, and there's that many thousands of copper pieces. Roll percentile: if you get 30 or below, roll 1d6, and there's that many thousands of silver pieces.... There should be further tables for gems jewelry and magic items.
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  • Last edited Tue Apr 12, 2011 5:03 pm (Total Number of Edits: 1)
  • Posted Tue Apr 12, 2011 5:02 pm
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Taylor Liss
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So if I encounter a group of monsters of type A, there is a chance that they will be carrying every kind of treasure on the table?
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  • Last edited Tue Apr 12, 2011 5:29 pm (Total Number of Edits: 2)
  • Posted Tue Apr 12, 2011 5:20 pm
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Andrea Guzzetti
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They will not be carrying it... The result you get for a treasure type A is supposed to be the total treasure in the monster's lair (however you define it, for example a small system of caves in a wilderness as opposed to a single room in a dungeon).

I don't have the manual at hand, but here is how it should work. As James pointed out, each monster entry in the DMG may include a treasure type, indicated by one or two letters. Letters by themselves (ranging from A to somewhere around P, if I remember correctly) indicate lair treasure. Letters in parentheses (going further down until the end of the table) indicate individual treasure - what each monster encountered may be actually carrying. If you notice, the quantities indicated are considerably smaller.

It goes without saying that you are free to adjust the result of the dice and to distribute the treasure in the lair as you see fit.

Hope this helps

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Freelance Police
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Samort7 wrote:
How the heck do I use this table?


Throw it out. At best, this table is a "macro" view of a monster lair. It'll tell you how much loot is in the *entire* dungeon, but not what's in each room -- which is what you really want. That's why 4e uses the over-balanced parcel system.

That being said, I *loved* the days when we'd kill off three orcs and found out they had a Rod of Ruin *and* a Vorpal sword... laugh
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Rod Batten
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Just to clarify: most wandering monsters or random encounters don't generally don't have much in the way of treasure.

Don't rely too heavily on the random tables. Use them as a guideline to choose the treasure depending on how you'd like the economy (money/magic) to work in your game.
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Samort7 wrote:
This is from page 40 of the Dungeon Master's Guide.

The table in question is the "Group Treasure Table."

It looks like this:

Type 1000's of 1000's of 1000's of 1000's of 1000's of Gems Jewlery Magic Items
Copper Silver Electrum Gold Platinum
---------------------------------------------------------------------------------------
A 25% 1-6 30% 1-6 20% 1-4 35% 2-12 25% 1-2 50% 6-36 50% 6-36 30% Any 3


How the heck do I use this table? (It's my first read through of this system.)

Thanks in advance!


Ok, you have a group of monsters with type A treasure.

You, before the encounter...
1. roll d% for ≤25 to find copper; if made, 1d6x1000cp are found.
2. roll d% for ≤30 to find silver; if made, 1d6x1000sp are found.
3. roll d% for ≤20 to find electrum; if made, 1d6x1000ep are found.
4. roll d% for ≤35 to find copper; if made, 1d6x1000gp are found.
5. roll d% for ≤25 to find platinum; if made, 1d6x1000pp are found.
6. roll d% for ≤50 to find gems; if made, 6d6 gems are found, roll them up.
7. roll d% for ≤30 for magic items. Equip them if possible. Later books give random magic item tables, which may be used if desired.
8. Note the GP value of the horde, for XP purposes.

I always felt the idea sound as a tool, but the values too high; producing 10's of coins per monster per horde always felt much better, but it slowed down advancement....

Also remember: certain treasure types (P, Q, R, S, T, U, & V) are specifically treasure carried on the go... knowing how much they have on them should affect your narration of their sounds.
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  • Last edited Wed Apr 13, 2011 10:24 am (Total Number of Edits: 1)
  • Posted Wed Apr 13, 2011 8:54 am
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Edmund Proctor
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Remmeber that you as a ref you do need to agree with your dice roll and give the players what tresures you want to.

Ed
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Eric Dodd
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Remember that smart monsters should be using any magic items to the best of their abilities, especially weapons and armour.
 
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RIP MCA
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The might also wallop the characters with those thousands of copper pieces.
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Red Wine Pie wrote:
Remember that smart monsters should be using any magic items to the best of their abilities, especially weapons and armour.


"The orc charges at you with his sword!"
"WE KILL IT!!!"

"The orc charges at you with his glowing sword!"
"WE KILL HIM!!!"

"He's obviously the leader of these orcs, with several lieutenants."
"FIREBALL!!!"

"He pulls out a deck of cards and..."
"RUN AWAY!!!"
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  • Last edited Thu Apr 14, 2011 9:24 pm (Total Number of Edits: 1)
  • Posted Thu Apr 14, 2011 9:13 pm
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Edmund Proctor
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Agreed with monsters can use Magic items, I always decide on the tresuse before the encounter. I in one game a wand of magic missles had all its chages used up before the players got thier hands on it.
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