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New Item Distribution Rules

Attention all GMs and Players! There will be an updated magic item distribution method being wheeled out over the next few days. GMs: Please completely reread the GM rules handout, get the new spreadsheets, and test out the macros before your next session !! For players, here's a brief preview of the changes that are being made: Your chances of getting a consumable have gone way up and your consumable chance is now separate from other magic item chances! People lvl 3 or higher may start to see some +2 enhancement items appearing for them! As things progress, +3 and higher is also an option! You now have an even higher chance of getting a say in what magic item you get! Even more items have been added to the list of possible items! Unfortunately, your magic chance has gone down slightly (about 5% overall), but this is mainly to compensate for the WAY increased chance in a consumable, the guild's steady level progression, and the introduction of some lovely +2 items. Overall, I am expecting you guys to come out on top from these changes. GMs, feel free to ask me any questions about the new system. Same goes for the players. Cheers!
GMs! Apologies, but I made a mistake in the Implements spreadsheet with bard implements. You should re-download the implement spreadsheet from the link provided in the usual spots to ensure you don't suffer from my mistake XD Thanks again!
1415469388

Edited 1415470364
Matt
Plus
GM's and players! One last update to the loot system! Because we have a lot of mixed-level parties, it seems a little unfair that a lvl 5 player should get the same cash as a lvl 1, even though presumably the lvl 5 would have been more useful to the party. Therefore, I have updated the encounter gold generator (based on a formula I derived from DMG guidelines) to prompt for level. GM's: run it once for each level of player you have, so if at the end of the session, you have 2 lvl 5's, 2 lvl 4's, and 2 lvl 3's, hit the button, type in "5" when it prompts you and both level 5 players get the amount of gold you roll. GM's: roll once for each encounter the party goes through. Therefore with the above party if you have 2 encounters, roll twice for each level (twice for the 5's, twice for the 4's, twice for the 2's). The display will say what level each gold amount corresponds to, so players: make sure you get the right ones! Because of the randomization included in the roll, there IS a chance that a lower-level PC will get more gold if their roll is really good and the others' is really bad. Such is life. GM's give it a shot, it's pretty straightforward (click button. Hit 4, hit enter, repeat for each encounter for each level) and should not take a ton of time, but let me know if you have any questions. Cheers!
Ok, the loot system has also been updated so that the chance of a PC leveling up 4 times and not getting an item is DRASTICALLY reduced. GMs: please re-read the GM rules, especially the part concerning RNG! Please ask me any questions. Additionally, the macro and rules for how to determine what item type the person gets have slightly changed. Pretty much it was altered to give people a much larger chance of choice of type or complete choice of item. It should be evident when you run the macro.
PS GM's: I have added clarifications in the GM rules in the "Concerning XP" bullet point. Please reread this, as it is VERY important and there have been several violations.
GM's take note: The gold generator has been changed to "per session" rather than "per encounter" as apparently I cannot math correctly and messed up the first time I derived it. The formula has been adjusted accordingly.