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  1. - Top - End - #1
    Pixie in the Playground
     
    HalfOrcPirate

    Join Date
    Nov 2016

    Default Loot Deck Design

    I wanna build for my party loot deck with gems, golds, artifacts. When party find tresure - them draw cards and keep them
    How I should create loot deck or decks and decide how many cards should draw party? I wanna give party lot of consumes like potions, magic arows and oil, scrolls

  2. - Top - End - #2
    Troll in the Playground
     
    EvilClericGuy

    Join Date
    Jul 2013
    Location
    Somewhere
    Gender
    Male

    Default Re: Loot Deck Design

    There's a whole chapter on treasure (and it's random generation) in the DMG, starting at p.133. Just rewrite the content of the tables on the cards?

  3. - Top - End - #3
    Ettin in the Playground
     
    BlueKnightGuy

    Join Date
    Aug 2018
    Location
    Between SEA and PDX.
    Gender
    Male

    Default Re: Loot Deck Design

    Quote Originally Posted by Erfar View Post
    I wanna build for my party loot deck with gems, golds, artifacts. When party find tresure - them draw cards and keep them
    How I should create loot deck or decks and decide how many cards should draw party? I wanna give party lot of consumes like potions, magic arows and oil, scrolls
    I'd take two decks and separate them, one for high level stuff and one for low level stuff.

    Have each suit represent a specific thing.

    Spades are aggressive consumables, with numbers representing the number of arrows and Face cards representing special oils that change a mundane weapon to have special abilities.

    Clubs are your Scrolls, with the level of the spell being 1/2 of the value of the card they draw, rounded up. Face cards are special, being a specific Scroll of your choosing of level 6 or higher (but no higher than what any player can cast).

    Hearts are potions, with numbers representing the amount of healing that dosage provides, Faces being special buff potions that act as a spell without Concentration.

    Diamonds are various valuables, with the number reflecting the object's value x50. Face cards are worth x1000.

    Take all the face cards and set them aside. Take all the 1's, 2's and 3's and set them aside.

    Take what's left of one deck and add all the 1's, 2's and 3's for your low value treasure pile. This is for chests that they find randomly, or in case they uncover minor secrets.

    Now take all of the Face cards and what's left of the second deck. This is for the chests that they find that have been specially guarded by the bosses, or kept in highly secretive treasuries.

    I'd say that a team draws 1 card for every 2 players when they would draw from the deck, getting more or less cards based on the difficulty of obtaining it.
    Last edited by Man_Over_Game; 2019-04-05 at 05:08 PM.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas Iíve gleaned from your posts has been valuable. Youíre a gem of the community here.
    Quote Originally Posted by Man_Over_Game View Post

    5th Edition Homebrewery

    Prestige Options, changing primary attributes while maintaining balance with default options.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  4. - Top - End - #4
    Orc in the Playground
     
    HalflingPirate

    Join Date
    Jan 2018
    Location
    I been everywhere, man.
    Gender
    Male

    Default Re: Loot Deck Design

    MOG, design a darn RPG system. Seriously, the amount of ideas Iíve gleaned from your posts has been valuable. Youíre a gem of the community here.
    Quote Originally Posted by Skylivedk View Post
    I use these forums as my weak DnD crack replacement.
    Quote Originally Posted by Rerem115 View Post
    Vicious Mockery: Adding injury to insult.
    My homebrew:
    The Hag Patron, a witch option for the 5e Warlock.
    Arcane Tradition of Universalism, a more generalist school for 5e Wizards.
    Circle of Ironwood, a true Gish option for the 5e Druid.

  5. - Top - End - #5
    Ettin in the Playground
     
    BlueKnightGuy

    Join Date
    Aug 2018
    Location
    Between SEA and PDX.
    Gender
    Male

    Default Re: Loot Deck Design

    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas Iíve gleaned from your posts has been valuable. Youíre a gem of the community here.
    D*mmit, you're gonna make me blush.








    There. You did it, YOU HAPPY NOW?
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas Iíve gleaned from your posts has been valuable. Youíre a gem of the community here.
    Quote Originally Posted by Man_Over_Game View Post

    5th Edition Homebrewery

    Prestige Options, changing primary attributes while maintaining balance with default options.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  6. - Top - End - #6
    Barbarian in the Playground
     
    SolithKnightGuy

    Join Date
    Sep 2018

    Default Re: Loot Deck Design

    Quote Originally Posted by Man_Over_Game View Post
    I'd take two decks and separate them, one for high level stuff and one for low level stuff.

    Have each suit represent a specific thing.

    Spades are aggressive consumables, with numbers representing the number of arrows and Face cards representing special oils that change a mundane weapon to have special abilities.

    Clubs are your Scrolls, with the level of the spell being 1/2 of the value of the card they draw, rounded up. Face cards are special, being a specific Scroll of your choosing of level 6 or higher (but no higher than what any player can cast).

    Hearts are potions, with numbers representing the amount of healing that dosage provides, Faces being special buff potions that act as a spell without Concentration.

    Diamonds are various valuables, with the number reflecting the object's value x50. Face cards are worth x1000.

    Take all the face cards and set them aside. Take all the 1's, 2's and 3's and set them aside.

    Take what's left of one deck and add all the 1's, 2's and 3's for your low value treasure pile. This is for chests that they find randomly, or in case they uncover minor secrets.

    Now take all of the Face cards and what's left of the second deck. This is for the chests that they find that have been specially guarded by the bosses, or kept in highly secretive treasuries.

    I'd say that a team draws 1 card for every 2 players when they would draw from the deck, getting more or less cards based on the difficulty of obtaining it.
    I love it. You just designed my new loot distribution system (hence forth known as my LDS cards) for me!

    Also with your permission I will be stealing this for implementation in my game design. (you know... The one I'll probably never finish? Lol)

  7. - Top - End - #7
    Barbarian in the Playground
     
    BardGuy

    Join Date
    Feb 2019
    Location
    Iceland
    Gender
    Male

    Default Re: Loot Deck Design

    You can check my sig for gp/per Level per character.

  8. - Top - End - #8
    Stranger in the Playground Moderator
     
    Ventruenox's Avatar

    Join Date
    Jul 2017
    Location
    Northern Colorado
    Gender
    Male

    Default Re: Loot Deck Design

    Step 1: purchase a physical Deck of Many Things.
    Step 2: give it to your players.
    Step 3: burn your campaign notes.
    Step 4: start a new campaign.
    Step 5: repeat.

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