By contrast for illustration, take AD&D's treasure types. In these we have the essential components to what I'm looking for:
- Treasure generation still based on random probability distribution. You could get an Orb of Annihiliation in Type A, but you're more likely to in Type Z
- Differing probabilities for different classes of treasure to distinguish
- Treasure put into different classes based on the power of that treasure - silver pieces are less powerful than gold are less powerful than gems are less powerful than magic
- Lettered treasure types assigned to different monsters
If not, I imagine that the AD&D treasure types are a starting point for such a project, and automating it in my (under-construction) automatic treasure-roller would be A Good Thing, but I don't imagine for a second you could actually stop with a bald conversion of Treasure Types from First Edition.
I went with treasure by depth in the dungeon and toughness of the monsters, not with AD&D style treasure types.
ReplyDeleteI don't see those as distinct. At least ideally, more rewarding treasure types would tend toward the tougher monsters, who would most of the time be on lower dungeon levels.
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