Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

[DM Help] how to build random treasure tables in roll20 games, looking for insperation.

i am currently at the point in my 5e homebrew that i am willing to allow low bonus items, but i do not want to hand out specific items or tailormade items... i plan to use any and all random treasure as plot hooks to branch out away from the main story i have written... the question i have for my fellow Roll20 DM's is: How did you build random treasure tables for your campaigns? if possible could you provide a detailed example of how your idea worked or did not work within roll 20? my original idea was to build them using rollable tables but there would need to be way to many, and i cant link handouts on the rollable tables ( not that i know of)
I roll them and have it on another monitor. It tends to be simpler that way. You can surely build a generator but then you need to maintain it rather than adjust an entry or more on it when to add things.
1421204516
vÍnce
Pro
Sheet Author
Hi Iskoaya. A simple solution is to just create, or copy/paste a table of anything into a handout. Roll dice either in secret or openly to determine the outcome. If you want player's to see the table, use "show to player" before the roll, or give them permission to view it normally. If you like more interaction, you have to do the work on creating rollable tables... or create card decks.
a while back i asked the forums for some good ideas about how to consolidate spells feats and features and integrate them directly with roll20 to help speed up game play ( less time flipping pages, equaled more time my players could spend developing strategies ). idea i chose to follow and stuck with was to load all races, classes, backgrounds, feats, spells, and key features into individual handouts, then indexing them within other handouts, forming a compendium of knowledge that my players could reference by linking them to their own personal handout. i then archived these some 500 odd handouts so as to be hidden and thus shrink the handouts list. this has been a truly great way for them to keep things organized, Making and entering these links into their own editable handout to make custom lists of what they have access to at any given time. With the help of one of my players, we even added in equipment lists and other commonly referenced rules and options. i want to do something similar with the random loot tables in the DMG, but for my eyes only ( set view permission to DM only is to easy ^.^ ) i thought about making roll-able tables, but it didn't work too well and was wondering if there was a way i could go about it to help automate the process. I'm thinking that i am going to have ta create another compendium of handouts. this time for the many different loot tables of rare n wondrous magic items and flashy cool stuff. sadly this prospect makes my cringe as the first set of 500+ took months. ( WAS SO OMFG WORTH IT THO, you have NOOO idea how much time it has saved us.)
Vince said: Hi Iskoaya. A simple solution is to just create, or copy/paste a table of anything into a handout. Roll dice either in secret or openly to determine the outcome. If you want player's to see the table, use "show to player" before the roll, or give them permission to view it normally. If you like more interaction, you have to do the work on creating rollable tables... or create card decks. how could i use card decks? could you please explain.
1421206995
vÍnce
Pro
Sheet Author
Really, a deck is just another "random" table. You can create specific decks to represent anything, ie, treasure, magic items, plot twists, etc. The biggest drawback with using card decks in this manner is that you are limited to just using images. So that means you have to create your cards outside of roll20, import them, and create your deck. Major PITA. Cards are not interactive. I've suggested adding basic text to cards like we already have in journals and handouts to make cards much more powerful. Another issue if you create many decks is the lack organization within a campaign, aka, folders. Bret D. posted on the Mentors Forum showing off some of the cards he's created using a program called Magic set editor . Another Mentor Peter Bergholtz bought a template to help build this card, but I don't think it's required. Tintagel's 5E D&D Card Template (CORE) Pretty cool, eh? Not sure if this meets the level of interaction you are looking for. I know there is an API script (Mentor level) [Script] 5e Treasure Hoard Generator that you might be inrested in as well.