Tabelas de tesouros

Dave Noonan postou em seu blog sobre as tabelas de criação de tesouros. E os macacos, que estão se tornando um tema recorrente por aqui.

DMG: Over the weekend, I got to work some on treasure generation systems. We’ve had the economy (or at least an economy) in place for some time, but it was based on average rewards for each successful encounter. Now we’ve got a system that takes those benchmark numbers and applies a little dice magic.

And there’s a nifty innovation that I call “monkeys without blinders.”

Since the days of letter-coded treasure types, random D&D hoards have historically been generated by independent dice rolls, which I’ll metaphorically refer to as “monkeys.” In 3rd edition, for example, there’s the coins monkey, the goods monkey, and the items monkey. You roll on all three columns on pages 52-53 of your DMG, and presto! You’ve got your treasure.

But the monkeys have blinders. The goods monkey has no idea what the coins monkey is doing, nor the items monkey. Because those rolls are all independent, you get some really disjointed treasures. And while the system delivers appropriate results over time, many of the individual treasures along the way are disappointing and obviously randomly generated. If you’ve ever played with a software random treasure generator, you know what I mean. How many of us click them over and over again, trying for a result that doesn’t look like a heap of unrelated, useless junk? The problem isn’t the software–it’s those capricious, blinder-wearing monkeys.

So here’s the innovation–and I’m aware that it isn’t exactly like inventing the phonograph. We take the blinders off the monkeys and build a simple algorithm. The first monkey does his job, and then those results influence what the next monkey does, and so on. Treasures have more consistency and more utility. In other words, the hoard is more likely to be an actual reward for the PCs. That’s good for the game.

I’m also writing some alternatives to random generation. They won’t be the answer for every table, but certain play styles will gravitate to them. Heck, some of them will give us the following validation: “We’ve been doing it that way for years.” Nothing warms my phylactery oops I mean heart like that.

Acho que esse é o tipo de inovação técnica que ninguém vai reclamar. Mas acho que para muita gente não vai fazer tanta diferença, já que pelo que eu vejo nas mesas de jogo os tesouros quase nunca são “rolados” de forma aleatória, mas sim escolhidos, servindo como uma espécie de menu ao invés de uma roleta. Mas é sempre legal ver os caras tentando melhorar algo que embora não seja uma das grandes fontes de reclamações do jogo, nunca funcionou exatamente como deveria.

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