| Treasure Crafter |
| Tim4488 |
Not bad. I'm not sure what "residual value" means, though that may be my own failing. I'd like to see an option to see the results without the rolls next to them, it would just be cleaner to look at, and perhaps you could incorporate the program rolling for "mundane equipment"?
I dunno, I feel like Mundane Equipment comes up a bit too often for my tastes even at "Standard." 5 mundane items out of 13 total at 12th level? Even the level 20 turns up a lot of mundane gear. I have difficulty imagining players being excited about or using these items at that level. But that's just my personal taste.
EDIT: Oh hey "Residual Value" is explained in the how to use page. My mistake, sorry.
| Treasure Crafter |
Not bad. I'm not sure what "residual value" means, though that may be my own failing. I'd like to see an option to see the results without the rolls next to them, it would just be cleaner to look at, and perhaps you could incorporate the program rolling for "mundane equipment"?
I dunno, I feel like Mundane Equipment comes up a bit too often for my tastes even at "Standard." 5 mundane items out of 13 total at 12th level? Even the level 20 turns up a lot of mundane gear. I have difficulty imagining players being excited about or using these items at that level. But that's just my personal taste.
EDIT: Oh hey "Residual Value" is explained in the how to use page. My mistake, sorry.
Thanks for the comment. Like I said in the About section I just copied the tables from the book. If it becomes annoying I will change the behavior. In fact the Mundane Items are there to complete the treasure...to have an exact value.
| Treasure Crafter |
I like it very much too. But, like Tim4488 said, maybe you should just make it write the item names without the percentages and rolls. And of course, that that option would be able to be turned back on.
If it is too cumbersome to have the details of the rolls I will add an option to put the details or not. Thanks again for the comment.
| Treasure Crafter |
If I get anymore mundane equipment out of that generator im gonna drop kick it!
What would you think if all the mundane items would be converted to raw gp?
Don't forget that the mundane items come from the official tables in Gamemasters Book. But if EVERYBODY agrees I will change the biavior.
Would it be an option to generate the Mundane Items instead of just the value?
GeraintElberion
|
Pendagast wrote:If I get anymore mundane equipment out of that generator im gonna drop kick it!What would you think if all the mundane items would be converted to raw gp?
Don't forget that the mundane items come from the official tables in Gamemasters Book. But if EVERYBODY agrees I will change the biavior.
Would it be an option to generate the Mundane Items instead of just the value?
Generating the mundane items would be perfect. It creates verisimilitude if the players get cups, hats, inkwells and decks of cards. But if I have to 'generate' the mundane items for myself then it's not doing the complete job of a treasure generator.
I would also be happy to not see any maths on the page.
That said, this is a lovely tool and I've bookmarked it.
Thankyou.
| brassbaboon |
This is pretty nice. Thanks for creating it and making it available.
I know that when someone goes to the effort to create a tool and then freely gives it away, it can be frustrating when people start saying "Great! But can you make it do XYZ?"
Still... I can't stop myself...
I appreciate being able to see the percentile dice results, but frankly I don't want that cluttering up my screen or paper once the items are generated. Can that be made into a toggle to turn on/off?
I want to second the suggestion to create a mundane item table that generates actual mundane items. I think you could put a request out here on the boards for items to be added to a mundane item list. That would truly make the value of this much greater for GMs who could then totally focus on the story instead of spending time deciding if the pile of "treasure" includes a brass cup or a brass plate.
Finally, and probably most difficult...
It would be ideal if you could add the ability to put the type of campaign into the tool so that treasure could be tailored for a particular type of treasure pile. If you raid a dragon's lair, you will likely find potions of protection from good alongside protection from evil, but if you are raiding a demonic cult lair, the same is not true, and potions, scrolls and other things should be more uniformly evil in focus.
Of course GMs could modify that on the fly, but again.... it would be so nice to just click a button and be done with it. :)
| -Anvil- |
I just completed my Random Treasure Generator for Pathfinder RPG. Try it and give me some feedback please !! Thanks.
It's fast and has a nice layout.
I agree with a few of the others that Residual value needs to be explained on the main page.
the results output could be a little easier to understand. Took me a few read throughs to figure it out. It's especially hard to understand if you don't know how the tables their being pulled from work. Maybe you could list what the item is and then in parentehsis show the % breakdown.
Overall it's great. Good Job! Thanks for taking the time to code it up!
PS a breakdown of what gems you get based on the individual value of each would be pretty cool. ie: 50gp gem = blue agate or something.
| Treasure Crafter |
Also I just ran it and got a potion of Rope Trick. Is that a valid potion? I don't think it is. I think potions have to hold a spell that can target an individual.
No book in front of me to check. Seems odd though.
Yes there is a Rope Trick Potion! It seems strange. With the next version I'll check every errata to be sure there is no error. Thanks again.
| Treasure Crafter |
I didnt think residual value needed explaining.
What I need is a way to use this on the fly during gaming.
And I need to scale it for wandering monsters.
You have a wifi connexion? laptop? if not you can generate some treasures in advance and pick one on the fly for unplanned encounters. I'll work on a iPhone/Android version...much smaller and light.
0gre
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Pendagast wrote:If I get anymore mundane equipment out of that generator im gonna drop kick it!What would you think if all the mundane items would be converted to raw gp?
It would probably be best to just say "10 mundane items worth 47 gold pieces"
I would also like an options where it doesn't list so many details. Just "Potion of Water Breathing" or "Rope of Climbing" please.
Hama
|
What is your opinion on the fact that I plan to add a jewels/gems and Coins breakdown to the generator?
Would you like to be able to customize the probability of larger or smaller Gems or Coins?
That would be great, after all 50 gold pieces weigh a pound...gems are much lighter and more portable. You don't have to be lugging around sacks of gold.
I always put gems in treasure troves. I applaud the idea.
Probability customisation is also helpful.
| Treasure Crafter |
Treasure Crafter wrote:Aahhh PHP. I know it well, work in it every day.dave.gillam wrote:is there a way to get it download-able?Sorry this a php application so it's web only. You could generate treasures in advance and pick one randomly if you need some spontaneous encounters.
I work on an option to hide the details. Thanks for the feedback!
| Treasure Crafter |
Treasure Crafter wrote:What is your opinion on the fact that I plan to add a jewels/gems and Coins breakdown to the generator?
Would you like to be able to customize the probability of larger or smaller Gems or Coins?
That would be great, after all 50 gold pieces weigh a pound...gems are much lighter and more portable. You don't have to be lugging around sacks of gold.
I always put gems in treasure troves. I applaud the idea.
Probability customisation is also helpful.
You're a web programmer? I worked mostly with .net except for 2 years in my 7 years short career. But now I took a PHP turn...appreciate it much more.
| Treasure Crafter |
-Anvil- wrote:I work on an option to hide the details. Thanks for the feedback!Treasure Crafter wrote:Aahhh PHP. I know it well, work in it every day.dave.gillam wrote:is there a way to get it download-able?Sorry this a php application so it's web only. You could generate treasures in advance and pick one randomly if you need some spontaneous encounters.
Ok thanks a lot for your opinion!
Hama
|
Hama wrote:You're a web programmer? I worked mostly with .net except for 2 years in my 7 years short career. But now I took a PHP turn...appreciate it much more.Treasure Crafter wrote:What is your opinion on the fact that I plan to add a jewels/gems and Coins breakdown to the generator?
Would you like to be able to customize the probability of larger or smaller Gems or Coins?
That would be great, after all 50 gold pieces weigh a pound...gems are much lighter and more portable. You don't have to be lugging around sacks of gold.
I always put gems in treasure troves. I applaud the idea.
Probability customisation is also helpful.
Unfortunately, no. Although i do have a fair understanding of the works, and how much of work it takes to make something like this, so trust me, i appreciate you efforts.
| DM Aron Marczylo |
Very useful, I've bookmarked it for use as I can use this for random encounters in APs as those are the only parts of the APs there is no reasure value,not to mention very useful for when I make my own homebrewed in the future, though by then will probably be updated and be even better, not like I could think of a way to improve it.
| Treasure Crafter |
Very useful, I've bookmarked it for use as I can use this for random encounters in APs as those are the only parts of the APs there is no reasure value,not to mention very useful for when I make my own homebrewed in the future, though by then will probably be updated and be even better, not like I could think of a way to improve it.
As you said A LOT OF WORK ! A lot of data. The logic is simple but overall it's a huge task...for a hobby
| Treasure Crafter |
DM Aron Marczylo wrote:Very useful, I've bookmarked it for use as I can use this for random encounters in APs as those are the only parts of the APs there is no reasure value,not to mention very useful for when I make my own homebrewed in the future, though by then will probably be updated and be even better, not like I could think of a way to improve it.As you said A LOT OF WORK ! A lot of data. The logic is simple but overall it's a huge task...for a hobby
Thanks! If you think of something don't hesitate to tell me.
| LoreKeeper |
Very nice work here Treasure Crafter :)
I'll throw my voice in with the crowd that would like the visibility control:
- Show/hide percentage display
- Show/hide sub-result (like armor-or-shield, shield, shield (heavy))
- Group/ungroup similar results (mundane items, 2 potions of cure light wounds, etc)
Possibly have a subwindow if I want to generate specific random loot. Like, "give me a wondrous item", "give me a weapon between 10000 and 2000gp".
Looking forward to more! :)
| Treasure Crafter |
Very nice work here Treasure Crafter :)
I'll throw my voice in with the crowd that would like the visibility control:
- Show/hide percentage display
- Show/hide sub-result (like armor-or-shield, shield, shield (heavy))
- Group/ungroup similar results (mundane items, 2 potions of cure light wounds, etc)
Possibly have a subwindow if I want to generate specific random loot. Like, "give me a wondrous item", "give me a weapon between 10000 and 2000gp".
Looking forward to more! :)
Thanks! All your ideas will be taken into account in the next version.
| dave.gillam |
What is your opinion on the fact that I plan to add a jewels/gems and Coins breakdown to the generator?
I like it. Om not sure that Id bother with a breakdown of what gems or coins, but thats me. I tend to hand those out on a whim. (one time a PC ticked me off and got his 10PP in coppers)
Would you like to be able to customize the probability of larger or smaller Gems or Coins?
yes. but also to have a "wandering" and "lair" category would make it perfect; to figure what that band of orcs is carrying when you stomp them, and then whats back at the home-front.
(I do miss the double listing for the treasure chart from AD&D monster's manual)| Treasure Crafter |
vidmaster wrote:Does it include additional magic items form the players guide? if not that would be cool if you could.No not for now. I used the Core and GM's tables, maybe I'll add them in v2.0. Thanks!
I could be interesting but I think Pathfinder RPG doesn't make the distinction...event if it would be logical...add an extra "lair" treasure to the lot.
| Treasure Crafter |
I presume you are backing this with a MySQL database? I don't suppose I could talk you into doing a DB dump for me? Maybe if I say Please?
haha nice try ;)
I don't say I would not...the problem is this: for performance reasons each table is coded as an array...this is why I can generate a 300,000gp treasure in 20 milliseconds...because everything is asynchronous I thought it would be better...in fact my preliminary tests proved it to me.a little example:
$row1 = array("Minor"=>25, "Medium"=>0, "Major"=>0, "Item"=>"Mundane equipment (worth 10gp or less)", "Table"=>"6-9: Goods and Services");
$row2 = array("Minor"=>36, "Medium"=>0, "Major"=>0, "Item"=>"Mundane equipment (worth 11-50gp or less)", "Table"=>"6-9: Goods and Services");
$row3 = array("Minor"=>42, "Medium"=>5, "Major"=>0, "Item"=>"Mundane equipment (worth 51-100gp or less)", "Table"=>"6-9: Goods and Services");
$row4 = array("Minor"=>46, "Medium"=>16, "Major"=>0, "Item"=>"Mundane equipment (worth 100gp or more)", "Table"=>"6-9: Goods and Services");
$row5 = array("Minor"=>56, "Medium"=>19, "Major"=>0, "Item"=>"Armor or Shield (non-magical masterwork)", "Table"=>"5-4: Random Armor and Shield");
$row6 = array("Minor"=>69, "Medium"=>23, "Major"=>0, "Item"=>"Weapon (non-magical masterwork)", "Table"=>"5-11: Random Weapons");
$row7 = array("Minor"=>77, "Medium"=>35, "Major"=>10, "Item"=>"Potion", "Table"=>"5-19: Random Potions and Oils");
$row8 = array("Minor"=>83, "Medium"=>45, "Major"=>22, "Item"=>"Scroll", "Table"=>"5-24: Random Scrolls");
$row9 = array("Minor"=>88, "Medium"=>53, "Major"=>26, "Item"=>"Minor wondrous item", "Table"=>"15-18: Random Minor Wondrous Items");
$row10 = array("Minor"=>91, "Medium"=>68, "Major"=>38, "Item"=>"Armor or shield (magical)", "Table"=>"5-4: Random Armor and Shield");
$row11 = array("Minor"=>96, "Medium"=>83, "Major"=>56, "Item"=>"Weapon (magical)", "Table"=>"5-11: Random Weapons");
$row12 = array("Minor"=>98, "Medium"=>91, "Major"=>66, "Item"=>"Wand", "Table"=>"5-47: Random Wands");
$row13 = array("Minor"=>100, "Medium"=>95, "Major"=>74, "Item"=>"Ring", "Table"=>"15-13: Random Rings");
$row14 = array("Minor"=>0, "Medium"=>100, "Major"=>84, "Item"=>"Medium wondrous item", "Table"=>"15-19: Random Medium Wondrous Items");
$row15 = array("Minor"=>0, "Medium"=>0, "Major"=>90, "Item"=>"Rod", "Table"=>"15-14: Random Rods");
$row16 = array("Minor"=>0, "Medium"=>0, "Major"=>94, "Item"=>"Staff", "Table"=>"15-16: Random Staves");
$row17 = array("Minor"=>0, "Medium"=>0, "Major"=>100, "Item"=>"Major wondrous item", "Table"=>"15-20: Random Major Wondrous Item");
$data = array();
for($i=1;$i<=17;$i++){
array_push($data,${"row{$i}"});
}
| Dorje Sylas |
Works great on the iPad 2 (iOS 4.3.2) in Mobile Safari. Takes vertical and horizontal rotational well. I don't think it would take too much extra special sauce to get it to play nice as Web App on iOS or Android. I took a peek under the hood if you don't mind, I know enough HTML/XML to get the gist of what it's doing. Nice stuff, and fairly clean overall.
Any chance of using the local DB options of HTML5 in there to store parts of it for offline use?
Also for your curiosity Apple has begun allowing pure JS based Apps into the App Store without needing to run it inside a browser. Seems they are letting Apps make direct calls to the internal JS engine in iOS. There was a story up on TUAW and a few other sites not to long ago. From what I understand you wrap the JS in an iOS App.
=====
I'd be all for getting mundane items pre-generated. Nothings funnier then having players uncover a dragons horde worth of fine china, furniture, and exotic spices... with little or no actual coinage. Whats even more fun is when they open up a new home base and check out their bags of (rubbish) holding and rediscover all this Monty Haul loot they've been dragging around.
Maybe make it an option switch for those people who'd rather have the pure gold value.
=====
Man, makes me feel like a slouch for not putting more work into my random monster table generator... Something that makes random monster tables which you can the use to roll for random encounters. XD
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I'll say again very sweet.
| Grummik |
Nice job. Thanks for putting in the time and effort. I'm glad there are people that play PF that are much more skilled at stuff like this than I am to make great tools for us to use, again thanks.
That said, couple of things. Some people above me mentioned they would like to see the percentages hidden and view just the end resultant treasure. I would second that.
Also, it would be awesome if this generated the actual mundane items as well. At low level, in some cases, it generated nothing but mundane items, which is fine in and of itself but I would contend the random generator is still a work in progress until the mundane items are added.
My 2 coppers.
Very useful indeed, thanks.
EDIT: The actual gemstones would be a nice addition too.
| Grummik |
After about 25 uses of the generator, this item was finally created. This was the only magic item created during that time (other than potions or scrolls), albeit it was set at multiple APLs, this one was generated at APL 12. However I can't decipher it. Is it a breastplate? Is it dragonhide plate? Which spell resistance does it have? It doesn't say if it's +1 or not. See if anyone else can help me out here.
58% Armor or shield (magical), 45% Armor (magical), 61% Breastplate (magical), 29% No Special Material, 90% Special ability, 2% Glamered, 61% Special ability, 92% Spell resistance (15), 95% Special ability, 18% Spell resistance (13), 73% Special ability, 64% Energy resistance, 68% Special ability, 97% Wild, 65% Special ability, 37% Shadow improved, 60% Specific armor, 32% Dragonhide plate : 3300gp
| Treasure Crafter |
Works great on the iPad 2 (iOS 4.3.2) in Mobile Safari. Takes vertical and horizontal rotational well. I don't think it would take too much extra special sauce to get it to play nice as Web App on iOS or Android. I took a peek under the hood if you don't mind, I know enough HTML/XML to get the gist of what it's doing. Nice stuff, and fairly clean overall.
Any chance of using the local DB options of HTML5 in there to store parts of it for offline use?
Also for your curiosity Apple has begun allowing pure JS based Apps into the App Store without needing to run it inside a browser. Seems they are letting Apps make direct calls to the internal JS engine in iOS. There was a story up on TUAW and a few other sites not to long ago. From what I understand you wrap the JS in an iOS App.
=====
I'd be all for getting mundane items pre-generated. Nothings funnier then having players uncover a dragons horde worth of fine china, furniture, and exotic spices... with little or no actual coinage. Whats even more fun is when they open up a new home base and check out their bags of (rubbish) holding and rediscover all this Monty Haul loot they've been dragging around.
Maybe make it an option switch for those people who'd rather have the pure gold value.
=====
Man, makes me feel like a slouch for not putting more work into my random monster table generator... Something that makes random monster tables which you can the use to roll for random encounters. XD
=====
I'll say again very sweet.
Thanks a lot for the tests. I saw it on an iPhone and it was usable even if small. iPad would be great to have by your side during a game. I'll develop a smart phone version eventually.
When the major browsers finally and totally support html5 I'll remake the site to conform and take advantage of it.
I didn't knot about JS for Apple products I'll look into that.
Thanks a lot!
| Treasure Crafter |
After about 25 uses of the generator, this item was finally created. This was the only magic item created during that time (other than potions or scrolls), albeit it was set at multiple APLs, this one was generated at APL 12. However I can't decipher it. Is it a breastplate? Is it dragonhide plate? Which spell resistance does it have? It doesn't say if it's +1 or not. See if anyone else can help me out here.
58% Armor or shield (magical), 45% Armor (magical), 61% Breastplate (magical), 29% No Special Material, 90% Special ability, 2% Glamered, 61% Special ability, 92% Spell resistance (15), 95% Special ability, 18% Spell resistance (13), 73% Special ability, 64% Energy resistance, 68% Special ability, 97% Wild, 65% Special ability, 37% Shadow improved, 60% Specific armor, 32% Dragonhide plate : 3300gp
I know this is a little bit chaotic and I will add it to the future FAQ page on the site.
When you select a HIGH magic level, the Major column of the tables are selected.
So A LOT of special abilities are selected...but you can also at the end of the table select a specific item than renders obsolete all the previous results.
So in the end your item is a 32% Dragonhide plate : 3300gp in the Specific Armor table of the core book. I'll look into that..see if I can clarify things a bit. Thanks