domenica 13 giugno 2021

Convert Treasure to Macchiato Monsters


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



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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.


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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.

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