Post by Tokusie on Aug 2, 2014 18:15:29 GMT -6
Looting Basics
You will notice one of the rolls automatically made for you each turn is a loot roll. This only comes into affect when you are actually making the post to loot. The looting die is from 1 to 20 but if you increase your luck in some way, you can add to that roll. Any gear or weapons you gain from the loot system are considered Unidentified, and must be appraised by an NPC or player with the Appraisal skill in order to determine the actual abilities of the items. If given to a player for appraisal, you still get to determine the actual abilities of the item in question, just send them to the player in a message of what they would be and what the item is named.
GM Thread Drops
In threads run by a GM, drops are determined completely by the GM. Most of the time, your die means little to nothing.
Player Thread Drops
Threads run by either yourself or another player have several ways you can obtain loot. These are all determined by the dice.
Treasure Chests
Once a page if you are not in combat, one person in the party can search for a treasure chest. These boxes can be everywhere on the floors and aren't always just free Col and items. Everything here has a chance to bite, even chests.
To find a chest you must roll at least 15+ in the post you start the search in. Once you find the box, the next post will be opening it. Depending on your roll while opening the box, the following can happen:
- 1 - It's a TRAP!
Trap triggered! Treasure destroyed. No amount of +LD can change this result. A natural roll of a 1 will always have this result. The character who attempted to open the chest takes DMG = (Half current Floor Level, rounding down.) This damage ignores mitigation. - 2-6 - Get this thing off me!
The chest is no chest at all, but a Mimic! This result spawns a monster named [Mimic]. It is a basic monster that has a minimum HP of current floor level X 2. It deals half Floor level damage per hit (round down). This monster is otherwise no different than any other and may drop loot when killed. - 7-14 Partial Success!
You triggered the trap, but hey at least you got treasure! The character who attempted to open the chest takes DMG = (Half current Floor Level, rounding down.) This damage ignores mitigation. You receive (20 x Floor LVL Col) + 1 common material of your choosing. - 15-20 - Great Success!
You disarmed the trap and opened the chest! You receive (50 x Floor LVL Col) + 2 common materials of your choosing.
OR instead you may receive an [Uncommon item]. - 21+ The Mother-lode!
You disarmed the trap and opened the chest! You receive (100 x Floor LVL Col) + 3 common materials of your choosing!
OR instead you may receive a [Rare item]
Monster Drops
In order for a Monster to count for a drop it has to have at least 1/2 the health of the highest level person in the party. Below is the basic outline for monster drops. Some quests will outline a different set of monster drops.
1-10
No loot!
11-18
Any type of Common item.
OR Mob health X 5 Col
19-21
Uncommon item of your choosing.
OR Mob Health X 5 Col + 1 Bonus mat.
22+
Rare item of your choosing.
OR Mob Health X 10 Col +1 Bonus mat.
Each floor has specifics for what the rolls are. This layout is for the first floor.
Material Gathering
Materials gathered for crafting can be obtained outside of combat while walking.
1-5
None
6-10
1 Mat
11-15
2 Mat
16-20
3 Mat
20+
5 Mat