| MendedWall12 |
Not sure exactly what you're looking for, I have a few links to browser based treasure generators. Each has it's own advantages and disadvantages.
DonJon This one is for more than just the Pathfinder system so you may need to do some adjusting.
Town Based Treasure Generator This one is for finding out how much a random town will have available to buy based on size. Pretty handy, but still buggy.
Monster Advancer Treasure Generator This one is brought to you by the same guys that have the Monster Advancer, that I also used to use, before I picked up Kyle Olson's Combat Manager, which now has a monster advancer built right in. You can find that program here:Combat Manager
Karui Kage
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| Infiniti |
<plug>
You can also check out my Item Generator v5.1 project that that I first mentioned here.
It doesn't currently have a built in "City Mode" but once you figure out that your city needs 4d4 minor items (or whatever), it's pretty easy to just roll the dice for the number of items you want and plug the result into the software. You can even save/reload the results for future trips to that city by your characters. Just remove the items that have been sold and add some new random ones in their place. In the next release, I plan on adding a built in city mode so, so keep any eye out for v5.2.
It currently supports all of the items and rules from the Core Rulebook, GameMastery Guide, and the Advanced Player's Guide.
</plug>
| John John |
<plug>
You can also check out my Item Generator v5.1 project that that I first mentioned here.
It doesn't currently have a built in "City Mode" but once you figure out that your city needs 4d4 minor items (or whatever), it's pretty easy to just roll the dice for the number of items you want and plug the result into the software. You can even save/reload the results for future trips to that city by your characters. Just remove the items that have been sold and add some new random ones in their place. In the next release, I plan on adding a built in city mode so, so keep any eye out for v5.2.
It currently supports all of the items and rules from the Core Rulebook, GameMastery Guide, and the Advanced Player's Guide.
</plug>
I really like this, great job. Is there a way to set a minimum gp value the items will have?
For example a metropolis has almost every item of 16000 gp cost, so the rolled items should be of higher value.
Karui Kage
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Infiniti wrote:<plug>
You can also check out my Item Generator v5.1 project that that I first mentioned here.
It doesn't currently have a built in "City Mode" but once you figure out that your city needs 4d4 minor items (or whatever), it's pretty easy to just roll the dice for the number of items you want and plug the result into the software. You can even save/reload the results for future trips to that city by your characters. Just remove the items that have been sold and add some new random ones in their place. In the next release, I plan on adding a built in city mode so, so keep any eye out for v5.2.
It currently supports all of the items and rules from the Core Rulebook, GameMastery Guide, and the Advanced Player's Guide.
</plug>
I really like this, great job. Is there a way to set a minimum gp value the items will have?
For example a metropolis has almost every item of 16000 gp cost, so the rolled items should be of higher value.
Correction, it has every *minor* item, and a 75% chance of other items 16,000 or less. :)
| Infiniti |
Thanks for the compliments. I've thought about the minimum/maximum value idea for a while, but I've resisted for a couple of reasons. First, my interpretation of the rules is slightly different. I don't think that RAW intend for you to re-roll any item that is under the base value for the community. My interpretation is that you roll normally for all items and keep what you get regardless of its value. If you want to know if a community has an item, you see if it's one that was generated. If it wasn't but it's value is less than the base value, you have a second chance at the item being available (75%).
I agree that this is a little bit wonky. Why am I bothering to roll up a bunch of potions when all potions have a 75% chance? However, the alternative is even stranger. For example, the base value of a Large City is 8,000gp and it has 4d4 Minor items. If we are supposed to re-roll any minor item under 8k, we would be there all day. In fact, the only way that I know of to get a minor item that is worth more than 8k is to 1) have an Armor or Weapon that happens to have at least one special ability or 2) have an intelligent item.
The other major reason that I've avoided this functionality is because of the non-determinism that it would introduce. It would be extremetly difficult for the software to know if a min/max price you entered was impossible to achieve or just very improbable. For example, it might be possible to gererate a Minor Weapon with a minimum value of 100,000gp by getting enough "Roll Twice" entries for Special Abilities, but trying to detect when a value is impossible would be very hard.
| Infiniti |
I suspect you should re-roll items equal to or below since the 75% chance applies to items that are equal to or below the value. So, you would re-roll a 50gp item in a Thorp.
Ok... so, now I think my code is done and should be doing the right thing. Time to get some sleep. Of course, I thought this same thing half an hour ago.
For those that are interested, my results indicate that about 1% of all minor items have a value greater than 8k. So, I definitely wouldn't want to follow the RAW without some kind of software tool at hand....
Roll...
Dang, another potion...
Roll...
Dang, another potion...
Roll...
| Infiniti |
You may have moved onto some other tool by now, but I finally got around to releasing a new version v5.2 of my Item Generator project that has the City Generation included.
@JohnJohn, I think I also fixed a bug that was letting the Mongolians get in.