Thread: 5E Random Treasure Generator
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February 18th, 2021, 22:15 #81
Naurthoron understood. On page 5 of this thread FeatherRin posted a fix for the original ext. If you get it or my repost with tweaks of it that version should work for you. My last repost of it was on page 8 the fifth from the top.
If you want a Wishlist in the Fantasy grounds store klick the link and upvote it.
https://fgapp.idea.informer.com/proj/fgapp?ia=135468
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February 18th, 2021, 22:23 #82
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May 8th, 2021, 03:25 #83
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May 8th, 2021, 06:47 #84
Last edited by SirMotte; May 8th, 2021 at 06:51.
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May 8th, 2021, 10:23 #85
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May 8th, 2021, 12:27 #86
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What tables where you using with this extension? Because you should be able to recycle them.
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May 8th, 2021, 17:46 #87
Hi! Creator of the NPC Random Treasure Drops extension here. Curious if this point of view comes from a place before table conditions were established? There’s much less need for duplicate tables now. Conditions that look for text can use “/“ as an “or”(so you could have a condition for Name contains knight/goblin” and the table will roll for a Goblin or knight npc).
Setting up table conditions is incredibly easy and fast and only needs to be done once. I generally only have the individual treasure tables, mundane loot, and spell components tables.
Using the random spellbook generator in tandum can provide you spellbooks of wizard caster npcs as well now
And the new harvesting rules allows you to turn parcels (say like those from monster loot) into “harvesting parcels” which can be pulled from an npc sheet, and either use a random treasure parcel to generate a parcel, or by using Map Parcels, will populate the map with disposable parcels.
If you have any concerns or questions you can always join me in discord and either I or others would be happy to help get you going. Perhaps with some experienced users advice, you might see how much stone can be saved with NPC Random Treasure Drops.
Take care for now (disappears again)
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May 8th, 2021, 19:28 #88
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I gave up because multiple nuisances, the mortal offense perhaps being that it was annoying to include the dozens of humanoids subtypes one by one to filter every other type out.
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May 8th, 2021, 19:33 #89
One doesn’t need to consider the subtypes unless your campaign has things specific to those subtypes. You could just have “type contains humanoid” for example, rather than a table for orc, goblinoid, elf and such
Edit, so one table could have the condition “type contains goblin/orc/kenku” and it will roll for any of those subtypes if you wanted too.Last edited by pr6i6e6st; May 8th, 2021 at 19:42.
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May 8th, 2021, 19:47 #90
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Couldn’t make it work unless included every single humanoid alive in the version I tried. Shelved it and never tried it again, might do again to test if there has been any improvement since then.
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