![]() NO potions/scrolls, weapon +1, shield +1, wand/rod +1, Flying items (broom of flying, winged boots), uncommon instruments, uncommon decks, stat-boosting items (gauntlets of ogre power), uncommon rings, uncommon staves, weird mix of uncommon items (e.g. ![]() ![]() small table = a few very rare potions, very rare/legendary scrolls (8th-9th), very rare/legendary expendable items (e.g. bag of devouring, horseshoes of a zephyr, portable hole), +3 ammo. very rare potions (including Invisibility), very rare scrolls (6th-8th), select very rare / rare items (e.g. rare potions (including Flying), rare scrolls (4th-5th), rare items that are either utility or limited-use combat (necklace of fireballs, beads of force), +2 ammo. This loot table is a meta-table that with the click of one button allows a DM to instantly roll to randomly select one of the dozens of d100 item tables that Tabletop Trinkets by JJ has collected, then automatically rolls on that table. uncommon potions, uncommon scrolls (2nd-3rd), uncommon items (including magic armors without +1 bonus), +1 ammo (NOT +1 weapons), Water breathing/swimming items. One loot table to rule them all, one table to roll them. ![]() small table = common potions with small chance of select uncommon potion (greater healing), common scrolls (cantrip-1st) with small chance of 2nd level scrolls, small chance of select utility (non-combat) uncommon magic items. The DMG, in Chapter 7, presents random magic item tables.Ĭan anyone offer any insight into how these are constructed? What determines whether an item goes in Table B, versus Table C, versus Table E?įor example, I can tell that Table A is strictly common or uncommon items, mostly expendable items like scrolls and potions, with a small chance of select utility (non-combat) uncommon items.ĮDIT: I think I roughly hacked the design of the magic item tables.not perfect, but perfect enough. ![]()
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