![]() ![]() ![]() Two rolls on the Challenge 11-16 table at every level from 11 to 16. Three rolls on the Challenge 5-10 table at every level from 5 to 10. Two rolls on the Challenge 0-4 table at every level from 2 to 4. One roll on the Challenge 0-4 table at Level 1. I also assume that the treasure hoard table rolls are fairly evenly distributed: However, for the purpose of my analysis, I will say instead that a roll on the Challenge 0-4 Treasure Hoard table has a 76% chance of generating a common consumable. For example, a roll on the Challenge 0-4 Treasure Hoard table actually has a 24% chance of generating 1d6 rolls on Magic Item Table A, each of which has a 90% chance of generating a common magic item. I am assuming this is a typo and that it should actually be +3 scale mail since there is a +1 scale mail on Table G and a +2 scale mail on Table H.)įor the analysis proper, I will be using statistical terms. For example, +1 plate is one of the rare items generated on Table I. The items of lower rarity on Tables G to I are the higher level armors such as breastplate, half plate, scale mail and plate. Table I has an 88% chance of generating a legendary item, a 6% chance of generating a very rare item, and a 6% chance of generating a rare item. Table H has a 92% chance of generating a very rare item, a 6% chance of generating a rare item, and a 2% chance of generating an uncommon item. Table G has a 98% chance of generating a rare item and a 2% chance of generating an uncommon item. ![]() Table E has a 50-50 chance of generating either a very rare or a legendary item. Table D has a 99% chance of generating a very rare item, and a 1% chance of generating a rare item. Table C has a 96% chance of generating a rare item and a 4% chance of generating an uncommon item. Table A has a 90% chance of generating a common item, and a 10% chance of generating an uncommon item. The tables are more or less grouped by magic item rarity. While there are exceptions, for simplicity, the following analysis assumes that a roll on Magic Item Tables A to E will generate a consumable item, while a roll on Magic Item Tables F to I will generate a permanent item. Magic Item Tables A to E tend to produce consumable items (potions, scrolls, ammunition) while Magic Item Tables F to I tend to produce permanent items. seven rolls on the Challenge 0-4 table, eighteen rolls on the Challenge 5-10 table, twelve rolls on the Challenge 11-16 table, and eight rolls on the Challenge 17+ table.īefore I get into the analysis, here are some general observations and comments. Over the weekend, I entered the magic item tables and the treasure hoard generation tables in the DMG into a spreadsheet to determine what is the expected distribution of magic items that would be generated by what the DMG refers to as a "typical" campaign in the last paragraph of page 133, i.e. ![]()
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