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In {{Alrik}} bestehen '''Schätze''' aus [[Schatzkarte]]n, [[Münze]]n, [[Edelstein]]e, [[Schmuckstück]]e und [[magischer Gegenstand|magischen Gegenständen]].
In {{Alrik}} bestehen '''Schätze''' aus [[Schatzkarte]]n, [[Münze]]n, [[Edelstein]]e, [[Schmuckstück]]e und [[magischer Gegenstand|magischen Gegenständen]].


In many cases, treasure will come from monsters the characters defeat (see Chapter V for details of the treasure each creature possesses). However, it may also be found in dungeons in other circumstances, either unguarded (rarely!) or protected by a trick or trap.
In vielen Fällen werden Schätze den [[Monster]]n gehören, die die Charaktere bezwingen. Die Details sind bei den einzelnen Monstern beschrieben. Aber in den [[Labyrinth]]en können Schätze auch under anderen Umständen gefunden werden. Entweder unbewacht (sehr selten!) oder bewacht von eine teuflischen [[Falle]].


This chapter contains systems for randomly determining treasure. The GM should employ these systems with care and thought, and the general principle should be that any treasure awarded ref l ects the diff i culty in obtaining it—so, for example, if the dice show that a small sickly rat or kobold in the upper dungeon levels possesses some enormously valuable treasure such as a great jewel or major magic item, the GM should give thought to reducing the award!
This chapter contains systems for randomly determining treasure. The GM should employ these systems with care and thought, and the general principle should be that any treasure awarded ref l ects the diff i culty in obtaining it—so, for example, if the dice show that a small sickly rat or kobold in the upper dungeon levels possesses some enormously valuable treasure such as a great jewel or major magic item, the GM should give thought to reducing the award!

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Schatz
Englisch: Treasure

In Alrik bestehen Schätze aus Schatzkarten, Münzen, Edelsteine, Schmuckstücke und magischen Gegenständen.

In vielen Fällen werden Schätze den Monstern gehören, die die Charaktere bezwingen. Die Details sind bei den einzelnen Monstern beschrieben. Aber in den Labyrinthen können Schätze auch under anderen Umständen gefunden werden. Entweder unbewacht (sehr selten!) oder bewacht von eine teuflischen Falle.

This chapter contains systems for randomly determining treasure. The GM should employ these systems with care and thought, and the general principle should be that any treasure awarded ref l ects the diff i culty in obtaining it—so, for example, if the dice show that a small sickly rat or kobold in the upper dungeon levels possesses some enormously valuable treasure such as a great jewel or major magic item, the GM should give thought to reducing the award!

There is no duty on the GM to award treasure for each and every challenge the party might overcome. Some monsters, particularly wandering monsters, should have no treasure at all! Likewise some tricks or traps may not be associated with any reward to the party.

Give thought to how an intelligent monster protects its treas-ure. As a rule, treasure will be carried on a creature’s person if it can use it (or might need to use it) at short notice, but treasure not immediately needed will be concealed somewhere.

If a dungeon treasure is associated with no particular creature, the following table may be used to determine its nature:

W% Schatz
01-35 1500 KM pro Labyrinthebene
36-65 750 SM pro Labyrinthebene
66-80 250 GM pro Labyrinthebene
81-90 100 PM pro Labyrinthebene
91-95 1W3 Edelsteine pro Labyrinthebene
96-97 1 Schmuckstück pro Labyrinthebene
98-00 1 magischer Gegenstand (1W2 magische Gegenstände nach Ebene 6)

(For fully randomly-generated dungeons, the treasure table in Chapter IV should be used instead.)