If you need help converting treasure from a module to Macchiato Monsters' risk dice system, here's a guide. Just pick the closest value. This is written with B/X prices for gear in mind, so gold standard.
sp = silver pieces; gp = gold pieces
c = copper; s = silver; e = electrum; g = gold; p = platinum; m = mythium
1 sp = Δ4c
2 sp = Δ6c
4 sp = Δ8c
~1 gp = Δ10c
~2 gp = Δ12c/Δ4s
~3 gp = Δ6s
~6 gp = Δ8s
~12 gp= Δ10s
~30 gp = Δ12s/Δ4e
~50 gp = Δ6e
~100 gp = Δ8e
~200 gp = Δ10e
~400 gp = Δ12e/Δ4g
~1,000 gp = Δ6g
~2,000 gp = Δ8g
~3,000 gp = Δ10g
~7,000 gp = Δ12g/Δ4p
~12,000 gp = Δ6p
~20,000 gp = Δ8p
~50,000 gp = Δ10p
~100,000 gp = Δ12p/Δ4m
~200,000 gp = Δ6m
~400,000 gp = Δ8m
~800,000 gp= Δ10m
~2,000,000 gp= Δ12m
---
Let's roll a random B type treasure:
-2,000 ep, equal to 1,000 gp, so Δ6g
-4 pieces of jewelry (600; 1,000; 1,100 and 1,300 gp respectively). I'm gonna say the players are gonna get Δ6g for each one sold.
---
And there you go, I hope this was useful. I like how this risk die system reduces bookkeeping, although it takes away from the harsh choice of how much treasure to bring out of the dungeon. Finding a valuable gem that packs huge value in a small space is not the same when you can transport thousands of coins in a single slot. It's a tough choice.
Nessun commento:
Posta un commento