Treasure table / randomised rewards

For builders to discuss and ask building questions.
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Kregor
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Post by Kregor » Tue Jul 26, 2005 8:07 pm

In a word... yes.

Firstly, I think one of the biggest issues of making quest rewards is really knowing how powerful is too powerful for a given quest. By pre-coding items, and grouping them into levels, this guesswork could be significantly reduced.

Secondly, we can bring in items with an FK interpretation of "faithful" to the tabletop items, at least to the point that they are recognizablr to the people who play, or played tabletop. I know I am trying, with my first area, to bring in items that are taken from, if not the DMG tables, then at least a Dragon item or supplement item. To add to the recognition factor once it's identified.

Thirdly, it gives a pool of items to draw from, saving the effort of coding the items per area. Yielding speedier building, consistency of an item from one area to another, and will surely speed up the building process for some areas...

I would say, IMO, that the items should still have plain names, like they do in many areas, because 1) it adds to wizards' revenue to identify items, and 2) the casual observer, when you see someone's gloves, shouldn't automatically know "Oh, he has gloves of thievery," as the gloves of thievery are now disguised with normal short names and long names. Now that we have the "I" flag for magic items though, the item's true name can be put in the "I" description.

I, personally, would be glad to contribute to the effort of building the items to fill out the tables. at least 25% of my fun in coding so far has been taking a book item and figuring out how to make the code turn it into something for the MUD. :)
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Zilvryn
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Post by Zilvryn » Tue Jul 26, 2005 8:14 pm

I think this is an awesome idea. I don't think there's any need for me to say anymore.

Great.

E
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Kregor
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Post by Kregor » Wed Jul 27, 2005 1:04 am

Oh... so it would just grab onto a random obj from all the areas and load it in the reward prog. So the area builders would still build the items, those items would just be added to the table?
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Ellian
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Post by Ellian » Wed Jul 27, 2005 2:56 am

For clarification, would existing quest rewards be replaced by this reward randomizing mpcommand? Because quite a few quests, though not all, give out rewards that relate to the quest required to acquire them. i.e. Bob the janitor giving you his magical talking mop in exchange for helping him clean the floors.


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Post by Athon » Wed Jul 27, 2005 3:41 pm

I personally love this idea. However, will a PC be able to get the same quest item more than once or will there be some way to code around this?
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Ellian
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Post by Ellian » Wed Jul 27, 2005 8:51 pm

Mystra wrote:

Code: Select all

FLAG_UNIQUE
This new anti abuse code has been added. It is working fine on the tport and will soon be updated to real game.

This flag will prevent a PC from wearing more than one of a specific object. This is ideal for quest rings, bracers and necklaces. These are often abused, when a PC should only ever get one of that item.

Sharni
Mystra wrote:However, there is a random chance of getting the same reward in two different quests using this system.
Will pairs of these randomized items be subject to the new unique code, even if it is possible for one character to receive matching items purely through their own efforts?


Jayson[/quote]
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Post by Dalvyn » Thu Jul 28, 2005 8:45 am

I think this idea has some merit, as long as it is used very selectively.

For example, we could have generic treasure tables for
- +1 weapons (get a random +1 weapon)
- +1 pieces of light armour (leather, studded leather)
- +1 pieces of medium armour (chainmail, scale mail, shield)
- +1 pieces of heavy armour (platemail, banded mail, full plate)
- arcane scroll
- low/mid-level potions

They would only be used in "generic" parts of some quests. For example, you reach the room where the dragon keeps its hoard for the first time, load a random object (from one of the tables, selected randomly through rand() checks) and put it there for the PC to loot (then set a quest bit on the PC). You visit the castle's hidden armory for the first time, load a random piece of heavy armour and put it there for the PC to loot (then set a quest bit on the PC).

There's no need to make 50 items (with different vnums, in different areas) that are all +1 longswords (although some +1 longswords with cool names are good to have). So, in such occasions, the generic tables could be used.

I don't think that using tables for all quests, or having random tables for main quest reward is a good idea though. The thing I think is the most important in any quest is consistency; it's how you can make your quest (or area) believable. And I don't think you can have consistency if you allow the main reward of your quest be something generic ("mob takes a look in his huge bag of nifty magic loot and randomly select a +3 vorpal longsword"). I think it's important that rewards be specific to a quest, and IC for the quest mob to have and to give. And I fail to see how generic treasure tables can work in these situations.

So, to sum up my opinion: random treasure tables for low-level items (+1 weapons / pieces of armour, potions, scrolls) for random treasures to loot could work, but I can't see them really work well as quest rewards.
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