Showing posts with label Treasure. Show all posts
Showing posts with label Treasure. Show all posts

Wednesday, February 25, 2026

A Treasure Map Could Be Your Next Adventure Hook

Let's do some quick dungeon math. According to the AD&D DMG, 4 in 20 (or 1 in 5) dungeon rooms contain treasure (three guarded by monsters and one unguarded):

When determining exactly what treasure is in a room, you roll on this table once for unguarded treasure and twice for treasure guarded by monsters, adding 10% to the roll in the latter case:

There is a 3% chance of an unguarded treasure room containing magic items and a 26% chance of a treasure room guarded by monsters containing magic items (13% chance because of the +10% to the roll, times two because we're rolling twice). 

Again, 1 in 20 (5%) of rooms will contain unguarded treasure, and 3 in 20 (15%) of rooms will contain treasure guarded by monsters. Thus, 0.15% of all rooms will contain unguarded magic items and 3.9% of all rooms will contain guarded magic items. 4.05% of total rooms will have treasure containing magic items - roughly 4 in 100 or 1 in 25. Interestingly, while all other treasure types scale with dungeon level, number of magic items does not.

Here's what I'm interested in - 10% of magic items are actually maps. What kind of maps? Treasure maps, of course:

"But wait!" you might say, "This excerpt says 'This system can be used for monsters you place on the outdoor map as well as for monsters randomly encountered by a party exploring the wilderness.' It doesn't say anything about dungeons. And TABLE V.G. above even says to 'Roll once on Magic Items Table' - nothing about maps!"

And you would be right. The MAP OR MAGIC DETERMINATION table likely refers to the rightmost column on the treasure table in the Monster Manual:

These treasure types are typically found only in wilderness monster lairs. Some are found as "individual treasure" (i.e. coinage carried in the pockets of goblins and such), but none of those types have a chance to contain maps.

So there you have it - no treasure maps in dungeons. Except:

This seems to indicate that treasures maps can be found in dungeons. Presumably, when the term "monster's lair" is used in the previous excerpt, it is meant not only to apply to wilderness lairs but also dungeon rooms in which monsters are guarding treasure.

Note that "A map should never list its treasure, only show its location." There will be some guidance later as to where and what kind of treasure the map leads to, but no guidance is provided as to how to actually create a treasure map for your game, "for how can it be possible to direct each DM properly considering the infinite possibilities under which the map will be located?" If you want gameable examples, Phlox has some good ones.

Taking a step back, we know that 3% of unguarded treasure rooms and 26% of guarded treasure rooms contain magic items. Of the guarded treasure rooms containing magic items, 98.31% will contain one magic item and 1.69% will contain two magic items. Considering that 10% of magic items will actually be treasure maps, 0.3% of unguarded treasure rooms containing magic items and 10.169% of guarded treasure rooms containing magic items will contain maps (10% of guarded treasure rooms containing one magic item = 9.831% + 20% of guarded treasure rooms containing two magic items = .338%).

Again, 5% of total rooms contain unguarded treasure and 15% of total rooms contain guarded treasure. 0.015% of total rooms contain unguarded treasure maps and 1.52535% of total rooms contain guarded treasure maps - 1.5255% of total dungeon rooms contain treasure maps. That's 1 in every 66 rooms. If your dungeon is big enough (and particularly if you're aspiring for anything of the "megadungeon" classification), there will probably be a treasure map in there somewhere. I hope I did my math right! I am happy to be corrected.

Note that tricks found in dungeons might also release maps, as found in APPENDIX H: TRICKS:

Treasure maps found in dungeons usually point the way to treasure inside that very dungeon, but might point to "another lost dungeon" or somewhere "along the course of a long underground river."

Let's dig into those wilderness lair treasure types (associated monster types are sourced from here):

  • Type A and F hoards (e.g. humans, centaurs, vampires, basilisks, medusae, shadows, rakshasa, rhemoraz, salamanders, leprechauns, and chimeras) have a 9% chance of containing a map
  • Type C hoards (e.g. minotaurs, gargoyles, lycanthropes, gnomes, and pixies) have a 2% chance
  • Type D hoards (e.g. orcs, hobgoblins, gnolls, mummies, dryads, griffins, chimeras, manticores, and purple worms) have a 3% chance
  • Type E hoards (e.g. giants, wraiths, gorgons, and wyverns) have a 7.5% chance
  • Type G hoards (e.g. dwarves) have a 14% chance
  • Type H hoards (e.g. dragons) have a 6% chance
  • Type I hoards (e.g. rocs) have a 1.5% chance
  • Type W hoards (e.g. buccaneers) have a flat 55% chance of having a map
  • Type Z hoards (e.g. demigods and demon lords) have a 15% chance

Buccaneers, of course, have the greatest chance of possessing a treasure map. There are plenty of genre tropes to draw upon in this case. Demigods and demon lords are next in line. Do the maps in their possession point towards their own secreted away hoards? Dwarves are next, and it's easy enough to imagine why if you're familiar with The Hobbit. But what of the others? Whose treasure maps do these monsters possess, and how did they come to acquire them?

Here's what the DMG says about maps found in wilderness lairs:

Treasure maps found in wilderness lairs can themselves lead elsewhere within the lair (an underground "labyrinth of caves") or to some other location 5 to 500 miles away, which may be buried and unguarded (in the classic way that pirates bury treasure), hidden in water, guarded in another monster's lair, in ruins or a crypt (presumably themselves dungeons), or even "secreted in a town".

In rare cases, the player character might also obtain a treasure map by drawing the Key card from a deck of many things:

Note that treasure maps are written in a cypher. Like a spell scroll, a read magic spell must be employed to decipher one:

This means that treasure maps are also subject to all kinds of trickery on the part of the DM, like curses and traps triggered by reading their contents - explosive runes and magic symbols the like. The text states that "a map will appear magical until the proper spell is used" (emphasis mine), suggesting that the map itself is not necessarily magical.

You can also get your highly-intelligent sword to read the map for you:

Treasure maps come in four types: false maps (which presumably lead to nothing at all), those leading to monetary treasure, those leading to magic treasure, and those leading to "combined hoards" of both money and magic items. Note again that a treasure map should never indicate what it leads to. 

MONETARY TREASURE "is weighted towards large quantities of coins which will require a train to remove - or must be left entirely if foreplanning is not observed":

If not carried away immediately, the DM is encouraged to set a percentage chance that the treasure will be stolen by someone or something else. This is more likely if the treasure was guarded by some other monster, not unlike the Five Armies showing up to claim Smaug's treasure after he was slain. This meshes nicely with my post about treasure as a source of challenge in AD&D, in which the comparison to The Hobbit is made explicit.

Less of an inconvenience will be MAGIC TREASURE, which can be easily carried away:

This table is weighted towards potions, scrolls, armor, and weapons, "so as to prevent imbalance in the game" and to "Keep potent magic items rare." The DM is encouraged to "Increase scarcity by destroying or stealing what is found!"

One might wonder whether the "Any [X amount of magic] items" results might in turn yield another treasure map. I don't think this is intended to be the case, as this possibility is made explicit in the COMBINED HOARD table:

With a result of 81 or higher, you will find the best possible monetary or magic treasure plus a map to either a separate magic treasure or a separate monetary treasure, respectively. Since these are the most valuable hoards, the DM is encouraged to hide them far away and to guard them with traps and monsters. There's something very funny about completing a long and arduous adventure following one of these maps only to immediately come into possession of another.

So what's the point of treasure maps? Well, they're built in adventure hooks! When found in dungeons, they point the players towards some destination within the dungeon or to another dungeon entirely. When found in the wilderness, they can point the players towards some other location in your sandbox or somewhere beyond the current area of play entirely. 

Want the players to go deeper into the dungeon? Give them a treasure map. Want them to visit a different dungeon? Give them a treasure map. Want them to trek out into the wilderness, venture underwater, track down a monster's wilderness lair, or get mixed up in the deadly social fabric of urban gameplay? Give them a treasure map.

If you're flying by the seat of your pants, rolling for treasure as the players find it, a treasure map gives you the chance to detail a new location in which to house the hoard - a fun little surprise for you. It's quantum treasure - even you don't know it exists until it comes into play. Unfortunately, you can't do much with something you don't know about.

If on the other hand you're prepping everything ahead of the campaign's start - including rolling for treasure in dungeons and lairs - then rolling up a treasure map somewhere gives you the chance to hide the hoard from the very beginning. You know there's a massive hoard of treasure buried in an inconspicuous location right beneath the starting town, but the players don't, and they won't know unless they find that map. 

Maybe the treasure hoard is the stuff of legend, and your setting's factions and NPCs are all after it, but no one knows where the map is. Rumor has it that it was lost deep within the dungeon, or that the ancient red dragon counts it among its hoard. The legendary Dread Pirate is rumored to have hidden his plundered goods on one of those steamy jungle isles off the southern coast, but the map was lost when his flagship sunk a decade ago.

Another possibility is that whoever or whatever possesses the map is actively trying to find the treasure. Maybe the evil wizard who rules the town has the map already, but is seeking the means to acquire the hoard their self. A clan of dwarves seeks a burglar to help them reclaim their lost gold. The buccaneers are scouring the coast for something, plundering as they go. What are they looking for? Perhaps the orcs, hobgoblins, or gnolls are harassing human civilization because they know there's treasure buried beneath one of those towns. Perhaps a dragon with a treasure map is responsible for martialing that host to acquire the treasure on its behalf.

Once the player characters have the map, the adventure is only just beginning. They have to plan an expedition into the dungeon, the wilderness, or out to sea. They might have to recruit a caravan of drovers and porters to help them haul the hoard away when they find it. They have to contend with all the usual dangers of the environment its found in, any monsters that guard it, and any traps laid upon it. 

They have to do all of this while somehow keeping it a secret from those same factions and NPCs who are after it, even as the logistics may require recruiting dozens of hirelings or hauling the treasure out in the middle of town right under those same NPCs' noses. Hopefully it isn't a false map. That would be most unfortunate.

Please excuse the pun, but that is a veritable treasure trove of juicy gameplay implications. Go on. What are you waiting for? Put a treasure map in your game right now

Monday, September 15, 2025

It Did Not End with a Mere Slaying of Ogres: Treasure as a Source of Challenge in D&D

It's easy to think of treasure as purely reward - the player characters have overcome the challenges of the dungeon or wilderness and have slain some monster in its lair. The monster's treasure hoard (if any) is some collection of coins, gems, jewelry, and occasionally even magic items, all for the player characters' taking. 

However, just because the dungeon or wilderness and its inhabitants have been defeated, the challenge needn't end there. The recovery of treasure poses its own challenges. From PLACEMENT OF MONETARY TREASURE in the AD&D DMG, beginning on page 91:

The first challenge posed by treasure is one of transportation. However, of the treasure types listed in the appendix of the Monster Manual, all but the coins are readily transportable. But coins pose a problem only in large quantities - although it is worth mentioning that monsters' treasure hoards (in their wilderness lairs) only ever contain most denominations of coin in the thousands:

Even then, the movement of large amounts of coin is one of those low-level setbacks in D&D which is often eventually trivialized by the accumulation of equipment or magical ability - just as past a certain point players will likely have magical means of providing light, creating food and water, traveling overland, and even coming back from the dead, they will likely some day acquire a bag of holding, handy haversack, portable hole, or a personal demiplane in which to stuff vast sums of cumbersome coins. Thus it would be insufficient to say that transportation is the sole or ultimate means of challenge posed by treasure.

While not at all related to this subject, since I'm analyzing this section of the DMG I feel the need to call out this bit:

This suggests that it is not so simple as to say that, for example, all minotaur groups possess treasure type C, which means that, among other treasures, they have a 30% chance of possessing 1,000 to 6,000 silver coins. Rather, minotaurs have a 30% chance of possessing silver coins, and because they appear in groups of 1 to 8, a group of 8 will have the maximum 6,000, while a pair of 2 will have 25% of that, a group of 4 will have 50%, and so on. 

Or perhaps we're meant to roll to determine the amount of silver coins and then adjust that number according to the actual number of minotaurs relative to the theoretical maximum (for example, if I have just one minotaur and roll to determine that it has 3,000 silver pieces, I might then divide that number by 8 because the actual number of minotaurs is one eighth of the maximum, giving it 375 silver). I could be misinterpreting what Gygax is saying, but that's my takeaway. Kind of weird that this bit is buried in a single sentence in the DMG! But I digress.

Continuing on, Gygax next suggests that treasure comes in forms not listed in the Monster Manual appendix:

(At this point I feel I could write an essay on the use of the Gygaxian "of course".)

Rather than blindly rolling on the treasure table to assign a monster heaps of coins, gems, jewelry, magic items, and the like, the DM is meant to "Assign each monster treasure, or lack thereof, with reason". Brigands, giant rats, and centipedes will all have their own treasure types as listed in the Monster Manual, but ("of course") the treasure will manifest itself differently according to the qualities of the monster in question:

(I thought it worth highlighting that, "naturally" - the cousin of the Gygaxian "of course" - monsters without treasure will "hate and envy" those with treasure - an opportunity for the players to engage in some social manipulation between enemies, albeit with bedfellows they'll later have to reckon with if they want the treasure for themselves.)

Again Gygax describes types of treasure not found in the treasure tables:

Here Gygax is once more describing a method other than blindly rolling on tables to generate results. Rather than randomly determining by a roll of the dice that a monster with a huge treasure hoard like, for example, a dragon, is lairing right in the middle of a settled region, he suggests that these creatures and their treasure should reside in "more inaccessible regions". 

This same principle is described earlier under MONSTER POPULATIONS AND PLACEMENT on pages 90 and 91:

Likewise, orc warbands in a settled region should be small relative to those found in true wilderness (monster populations in inhabited areas and wilderness regions can differ on the basis of "individual prowess" or "due to numbers"). While those two groups of orcs, according to the treasure table, might have the same chance at possessing copper, silver, electrum, gems, jewelry, and magic items, this suggests that those in "more inaccessible regions" should somehow have a greater chance of possessing more valuable treasure (or that those in more accessible regions should have a lesser chance of possessing it).

There is something to be said of the fact that Gygax simultaneously provides a bunch of tables for randomly determining placement of settlements, strongholds, ruins, monster lairs, and treasures contained within while also telling the DM that they should do all of this according to reason, but I won't get into it more than I already have. At the very least, it's justification to reroll a result you don't like. Suffice it to say that I enjoy my "Disneyland" campaigns just fine, thank you very much.

Returning to PLACEMENT OF MONETARY TREASURE, the example provided is illuminating:

Rather than simply possessing 2,000 gold pieces, the ogres in the example have a variety of treasure (including mundane items like food and provisions, helmets, and a bardiche) which in sum total amount to the aforementioned 2,000 gold pieces. What I think this means is that if I use the treasure table to determine that the ogres possess 2,000 gold pieces, I'm supposed to then invent a variety of more specific items of treasure that add up to that amount, not just dump a pile of 2,000 gold pieces in their lair and call it a day.

This is complicated by the inclusion in the example of the 350 gold piece silver necklace, which I imagine would fall under jewelry. I assume that if I roll up a number of gems, jewelry, or magic items that these are left as is. It is only the coinage in the treasure hoard that needs breaking down into more flavorful units of treasure. We already have a procedure/tables for doing the same to gems and jewelry:

So the inclusion of the silver necklace in the example of the ogres is either an oversight or I'm again over-interpreting Gygax and he's instead suggesting an entirely different way of determining the specific contents of a treasure hoard which, for whatever reason, he doesn't care to elucidate.

The latter highlighted section in the ogre example again brings up the issue of transportation, but also the challenge of recognizing all of the items of value. Saying simply that the ogres possess 2,000 gold pieces is too easy. By instead providing a weird insurance guy's actuarial accounting of every item of value in the ogres' lair, the players are challenged with spending time actually sorting through all of this junk to find the good stuff - and if they want to reap the full benefits of their 2,000 gold piece reward, they will need to figure out how to take all of that (junk included) with them.

There is time pressure as well. The treasure won't wait for the player characters to return for the rest of it. Gygax ominously portends the challenge ahead with a deftly-employed Boomer ellipsis: "It did not end with a mere slaying of ogres..."

Yet the ogre example is a bit of weak one. I don't really see a party of player characters having much trouble hauling all of this out in one go. The challenge is better illustrated in the next example:

Here we even get a supercharged Boomer ellipsis with a space between each period ("What a problem . . ."). I'm delighted that even the "so useful" and "so devoted" henchmen get a special shoutout here. They may expect a fair share of the treasure, but even they're not stupid enough to stay behind and guard it. There are more monsters coming!

All of this challenge ("of course") is in the name of preventing too much treasure from falling into the player characters' hands (a possibility with which Gygax is particularly preoccupied, and which he goes to great lengths to prevent with his advice throughout the DMG). 

This isn't Gygax making things onerous for its own sake. Treasure is how characters advance in AD&D. The more treasure they accumulate, the more powerful they become, and the more powerful they become, the less challenging the game is. The accumulation and retention of treasure is a specific challenge necessary to maintain the overall challenge of the game. 

This lack of funds is what motivates the players to adventure, as Gygax describes multiple times throughout the DMG:

(STARTING LEVEL OF EXPERIENCE FOR PLAYER CHARACTERS, page 12)

(ACQUISITION OF MAGIC-USER SPELLS, page 39)

At the conclusion of PLACEMENT OF MONETARY TREASURE, Gygax suggests additional ways to counterbalance the accumulation of wealth, and again draws the connection between the challenge of treasure retention, the overall challenge of the campaign, and the call to adventure:

There are no free lunches in AD&D. Like everything else in the game, treasure is a challenge to be overcome, even after it's been "earned".

Friday, February 16, 2024

On Identification

In my most recent AD&D 2e play report, the player characters wanted to discover the properties of a strange alien helmet they found in an old tomb. The helmet had seemingly been used to torture someone so badly that they became a ghost, so of course none of the characters dared to try it on and find out for themselves what it was capable of. The players are not quite ready to embrace the old-school approach that is bribing or bullying their henchmen and hirelings into being magic item guinea pigs, either. So, they decided to find the most capable wizard in town and ask her to identify the item for them. 

The problem? According to Table 69 of the 2e DMG (page 154), getting an NPC to cast identify should cost at least 1,000 gold pieces per item or function of an item to be identified. The DMG states that "the costs of purchasing a spell are such that it is far better for someone in the party to learn the spell. In general, the mercenary use of NPC spellcasters should be discouraged whenever possible. The player character are supposed to face challenges on their own!"

Clearly, there is an intended playstyle justification for the high cost of getting an NPC to cast an identify spell. But there is also a mechanical justification - identifying magic items in 2e is hard! Below is the description of the identify spell in 2e, with important parts bolded (PHB, page 175):

Range: 0

Components: V, S, M

Duration: 1 rd./level

Casting Time: Special

Area of Effect: 1 item/level

Saving Throw: None

When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.

The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.

The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged.

After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).

The material components of this spell are a pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM's option, certain properties of an artifact or relic might also be learned.

The key takeaway is this: In 2e, the caster must spend 8 hours preparing to cast the spell, as well as at least 8 hours recovering from casting the spell, and because the caster must handle each item, they are vulnerable to any curses which might befall them from doing so. Additionally, unlike in D&D 5e, for example, material components of spells are consumed unless stated otherwise (PHB, page 114) - in 5e, they're not consumed unless stated otherwise (PHB, page 203) - meaning that every casting of identify in 2e consumes a 100 gp pearl.

In 2e, when the player characters pay 1,000 gp to an NPC wizard to cast identify, they are paying for an entire day of the wizard's time (8 hours of prep and at least 8 hours of recovery), as well as reimbursing the wizard for the lost pearl, the risk of curses, and the risk of falling into a brief coma. Suddenly, 1,000 gp sounds more fair.

Also worth noting is that identify in 2e does not automatically reveal information about the item (the spell always has a chance of failure). A higher-level wizard has a better chance of determining an item's properties, and a wizard with access to powdered luckstone can discern more specific item properties like exact bonuses and number of charges. If anything, identify should be more expensive depending on the level of the wizard whose services are employed, as well as any additional components they might be using.

This guy will risk getting cursed and falling into a coma for 1,000 gp.

Identification, Made Easy

Over the editions of D&D, magical item identification has gradually become faster, more reliable, and less costly. In 3e, identify takes 1 hour to cast and requires no recovery time, and it automatically reveals all properties of a single item, including the means of activating the item and how many charges it has (if any).

I don't remember much from my brief time with D&D 4e, but from Googling around it looks like this was the edition which introduced the concept of automatically identifying items on a short rest, which brings us to 5e (DMG, page 136):

"A character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them."

The identify spell still exists in 5e, for those players who don't want to have to take the time to identify items the more accessible way. 5e's identify takes 1 minute to cast if a spell slot is used, or 10 minutes when cast as a ritual (avoiding the use of a spell slot). The 100 gp pearl is no longer consumed. The spell allows the character to "learn [the item's] properties and how to use them, whether it requires attunement to use, and how many charges it has, if any" as well as "whether any spells are affecting the item and what they are" and "which spell created [the item]." (PHB, page 252)

So, at worst, the player character can spend an hour to identify an item without error (without even being a spellcaster or having any knowledge of magic). At best, they can spend a spell slot to identify it in 1 minute (if they know identify and/or have it prepared). In the middle, they can spend 10 minutes and no other resources to identify it (if they know identify and can cast ritual spells).

From 2e to 5e, we went from 16 total hours of time spent on a single casting of identify to as little as 1 minute, from a 100 gp pearl which is consumed with every casting to a 100 gp pearl that can be used indefinitely, and from an uncertain prospect of success and a one-property-at-a-time process of discovery to an automatically thorough and accurate reading of an item with a single casting.

Much like the intended playstyle of 2e (player characters should overcome challenges on their own) informs 2e's approach to identification, the intended playstyle of 5e informs 5e's approach to identification. In 5e, player characters aren't meant to struggle with mundane adventurer tasks like figuring out what their new toys are and how to use them. Player character abilities simply work, they work instantaneously, and they do not usually have drawbacks, penalties, or restrictions.

This is especially true of spells - players can only learn a handful of spells as their characters progress, so they're unlikely to choose those which they deem "underpowered" or unreliable Thus, all spells must attempt to be equally compelling in order to attract players to choose them. (Wizards can technically learn every spell available to their class, but even their potential, from the player's perspective, is throttled by the greedy DM's draconian vice grip on scrolls and spellbooks found in treasure hoards.)

The modernization of magic in D&D comes at the expense of the fiction which the game was originally intended to emulate - conjurers can pick and choose exactly what otherwordly creature they summon, and have perfect and minute control over such creaturestransmuters can spend lifetimes polymorphed into monsters with no risk of ever truly becoming monsters themselves, and rare, powerful, and alien artifacts readily and reliably yield all of their secrets and powers in as little as a minute (or at most, in an hour, to any non-magic-using schmuck who handles them and thinks really hard about it).

This guy doesn't even know magic, but even he can force the cube to yield all of its most occult secrets during his lunch break!

Identification, Made Boring

The consequence of the modernization of magic item identification is that there's simply no reason for player characters to experiment with magic items ever again. Why would they, when, in a worst case scenario, they can simply sit for an hour and think really hard about the item to unerringly learn all of its properties?

The 5e DMG (page 136) does shoutout experimentation as a means of identification, for some reason: "Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps feel strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high."

Why special mention is given to experimentation when the mechanics almost completely eliminate the need for it is anyone's guess. In some scenarios, the party may have no spellcasters capable of casting identify, and may not have time to stop for an hour, or may have need of the item urgently, but this has never happened in one of my games. It's probably because one of my players almost always plays a wizard.

The DMG also has a variant rule which eliminates the ability to identify magic items on a short rest: "If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does." 

Of course, there's no example given as to what a combination of identify and experimentation looks like, which would be helpful, given that identify, as written, is 100% accurate 100% of the time - so in what scenario would experimentation also be needed? Even in a campaign where short rest identification is eliminated, the identify spell is still foolproof. 

If the player characters can't cast identify themselves, they can probably find an NPC to do it for them, and certain official Wizards of the Coast products list the price of magic item identification being as cheap as 20 gp per item, which is trivially cheap even at 1st-level. There is still no incentive to experiment.

Identification, Made Interesting

Ultimately, I was inspired to write this post by two things - my above reading of the AD&D 2e description of identify, and Prismatic Wasteland's post on Potion Clues

Warren's post specifically made me think about how in 5e, the DMG provides a brief description of what every potion looks like. A potion of healing is red and glimmers when agitated. A potion of fire breath is flickering orange, and smoke fills the top of the container and wafts out whenever its opened. A potion of animal friendship is a muddy liquid containing a fish scale, a hummingbird tongue, a cat's claw, and a squirrel's hair. 

Details like this invite players to speculate as to a potion's properties, take notes on potions they've encountered in the past, and perhaps most importantly, experiment. The characters have had potions of healing before, so they are able to recognize the glimmering red liquid. They are able to intuit from the appearance of a potion of fire breath that the potion has something to do with fire. In en encounter with a wild animal, they might risk quaffing a potion of animal friendship, having deduced that it has at least something to do with animals, and might give them an advantage. 

Hilariously, the DMG specifically says "Potions are an exception [to the usual identification rules]; a little taste is enough to tell the taster what the potion does." On the one hand, we have an interesting way for player characters to deduce a potion's properties just by looking at them. On the other hand, the DMG says, "Nevermind all that - just take a little sip, which has no consequences whatsoever, and all will be revealed!"

Warren writes that making the effects of a potion less immediately transparent "rewards characters who can identify potions, encourages seeking out sages who identify them, and creates interesting decision points when they have unidentified potions in their bags but their backs are up against the wall." I would go a step farther and apply this approach to all magic items.

In fact, the 5e DMG even suggests that all magic items should be visually distinct (page 136): "The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring of feather falling."

A few pages later, the 5e DMG has a great section on "Special Features" of magic items (page 141). That section includes tables to determine who or what created the item or was intended to use it, details from the item's history, and minor properties and quirks of the item. 

There's probably enough material here for a separate post which goes into more detail on making magic items themselves interesting, so that the process of learning their properties is in turn interesting. Discovering that a war hammer is a +1 war hammer and only a +1 war hammer is never going to be interesting no matter how the DM adjudicates it. So, a DM should never simply give the players a +1 war hammer - they can buy that in a shop, if all they want is a +1 bonus (magic item shops are already almost completely devoid of wonder, so the items to be found there might as well be accordingly wonder-less). 

Instead, that magic war hammer the player characters find by chance in an actual dungeon on an actual adventure is the Black Earth Bludgeon, crafted of solid stone and bejeweled with polished rock. It was made by cultists of Ogrémoch to slay beings of elemental air and the worshippers of Yan-C-Bin. It grants the wielder uncanny senses when underground, but makes them slothful and lethargic on the surface world, beneath the open sky.

So, how do the player characters learn all of this about the seemingly humble +1 war hammer? The purpose of my approach, which I'll detail below, is for a magic item's properties to be communicated entirely within the fiction of the game, and to encourage experimentation by the player characters as the single best way to truly discern an item's various properties.

Identification, Made Complex

First, we have to entirely eliminate identification via a short rest. It's both easy and reliable, which makes it boring. Then, we have to make identification via identify less informative. I don't want identify to reveal an item's properties at all - only fictional information about the item's identity. Casting identify should only reveal the +1 war hammer's name, origin, and purpose.

At the DM's option, identify could also be made more costly, and less reliable. Let's say that each casting of identify requires an Intelligence (Arcana) check to properly identify the item, and that the DC is determined by the item's rarity, like so:

Item Rarity    Intelligence (Arcana) check DC
Common         10
Uncommon     15
Rare                20
Very Rare        25
Legendary       30
Artifact            35

Now, a 1st-level wizard, assuming that they have proficiency with Arcana and start the game with an Intelligence of 16 (+3) - although I don't mind player characters starting with higher ability scores - can somewhat reliably identify common and uncommon items, and can less easily identify rare and very rare items. By 13th-level, the same wizard probably has +10 to their Arcana skill, meaning they can reliably identify rare items, and can occasionally identify even legendary items. Only a character with expertise in Arcana can ever properly identify an artifact.

On a failed check, the caster has failed to magically divine the item's identity from the depths of time. On a successful check, the caster learns that the +1 war hammer is the Black Earth Bludgeon, crafted by cultists of Ogrémoch to slay beings of elemental air and the worshippers of Yan-C-Bin. There's still plenty to learn about this item, but the player characters have a place to start.

What's to stop a caster from simply attempting to identify an item over and over again until they succeed? Make the 100 gp pearl component consumable when used to attempt to identify a magic item. Now, every attempt comes with a cost.

Players and their characters can still intuit things about an item based on its appearance, as I described with regard to potions. In the case of the Black Earth Bludgeon, the players, drawing on their knowledge of the genre, might conclude that the bejeweled stone hammer was crafted either by dwarves or elementals. They might seek out these creatures, or NPCs who are knowledgeable about these creatures, to attempt to learn more about the item.

If the players don't intuit information themselves, they might lean on their characters' skills to do so. A character proficient in History, Religion, or jeweler's or mason's tools might recall reading about the item in An Encyclopedia of Elemental Evil, recognize certain symbols of the Black Earth carved into the hammer's head or haft, or recognize the magical stonecutting employed by Black Earth artisan-priests. 

Loosely interpreting a rule from Xanathar's Guide to Everything (page 78) - as I've done in the past - tool proficiencies can be combined with skill proficiencies to gain advantage on ability checks. In my case, I allow two proficiencies of any type to combine in this way, not just one tool proficiency and one skill proficiency - so a character with any combination of History, Religion, and jeweler's and mason's tools would have an increased chance of recognizing the origin of the Black Earth Bludgeon. I would use the same DC-by-rarity guidelines I outlined above for identify.

This eliminates the need for identify to some extent, but this is a good thing, as it rewards players for being able to draw their own conclusions, or for making characters with niche knowledge and skills. In a scenario where none of the players or characters have any idea what the nature of an item might be, identify still exists, but it's more costly, in addition to being somewhat unreliable.

So, either through player skill, character skill, leveraging knowledgeable NPCs, or falling back on the identify spell, the players and their characters now know a bit more about the item. How do they figure out what it actually does?

Identification, Made Fun

They experiment! 

The Black Earth Bludgeon was crafted by cultists of Ogremoch to slay beings of elemental air and the worshippers of Yan-C-Bin, so the player characters might try using it to fight air elementals, Howling Hatred cultists, and flying creatures. Against these foes, the hammer feels twice as heavy when delivering blows, but not any more difficult for the wielder to swing. These enemies crumble against the hammer's awesome might. Perhaps, against these enemies, it grants additional bonuses to attack and damage rolls, or advantage on attacks. It might cause flying enemies to fall to the ground immediately, turn enemy cultists to stone, or banish air elementals back to their home plane.

The Black Earth Bludgeon is clearly attuned with the earth itself, so the player characters might try bringing it underground. Suddenly, the wielder has an intuitive sense of how deep they are beneath the surface, and which direction is north. Secret doors and maybe even dungeon walls crumble beneath the hammer's blows. Perhaps the hammer's head pulls in the direction of precious stones.

When they return to the surface, the wielder notices that the hammer feels twice as heavy. Their every step is a burden. The endless, wide open sky feels like it's crashing down around them. They're becoming agoraphobic.

In this way, the magic item becomes another character in the game. The player characters have to spend time with the item, devote resources to uncovering its secrets, and most importantly, play with it

For this to be truly interesting and fun, the magic item should likewise be interesting and fun. It should have a unique appearance from which players can draw conclusions, an origin and history which the player characters and NPCs might be aware of, and multiple features, including both benefits and drawbacks, which are discovered only through continual experimentation in a variety of scenarios. Player characters cannot simply find an item, sit down with it during a coffee break, and immediately decide if they want to use it or throw it in a bag of holding to sell at the local Magic Mart.

This playstyle isn't for everyone. To some extent, it's working directly against the intended playstyle of modern D&D, which might be too much for some DMs and players. There's presumably a reason why WotC designed this element of the game this way. I'd guess that it's probably because players complained about identification being too onerous in the past. WotC loves to design by committee, rather than by vision.

I'm sure there are plenty of players who simply want to hit the identify button and be done with it, and get to using their new toy, but sometimes it's more fun to start playing with the toy without knowing what it might do.

Friday, November 24, 2023

On Magic Items and Treasure Hoards

I find the official method for determining what magic items are included in a treasure hoard in 5th edition Dungeons & Dragons to be pretty unsatisfying. Basically, the Dungeon Master rolls d100 to determine the type of treasure hoard, depending on the "Tier" of the characters - Tier 1 is levels 1-4, Tier 2 is levels 5-10, Tier 3 is levels 11-16, and Tier 4 is level 17 and up (Dungeon Master's Guide, page 133). 

If there are magic items present, there will be one or 1dX magic items from Magic Item Table Y. My issue with this is that the magic item tables in question (page 144) are organized mostly by rarity (page 135) and by whether the items are "Minor" or "Major" items (I can't seem to find where the distinction is laid out, but generally speaking, "Minor" items are either consumables like potions and scrolls or more permanent items which have less significant (i.e. non-combat) utility effects - lots of "meme" items like the bag of holding, alchemy jug, immovable rod, and the like - whereas "Major" items tend to be weapons and armor, rods, staves, wands, and the like - many of which have some impact on the game's math or grant a combat ability).

So what's the issue with this method of organizing the tables? Well, I didn't really realize there was a problem until around 14th-level of my most recent campaign, where one dungeon's treasure hoard contained a +2 suit of armor, an Oathbow, and a staff of power. This in and of itself is not a problem, as these are perfectly acceptable treasures for a 14th-level party to acquire (bafflingly, the party sold the armor, gave the bow to an nonplayer character follower - who became a DPS juggernaut as a result - and the character who took the staff retired from the campaign immediately afterward, but that's besides the point). 

The issue became apparent when I prepped the next dungeon, which contained nothing but potions and scrolls. The first dungeon had a handful of great, iconic, useful items because when I prepped it I happened to roll the treasure type which directed me to roll on the magic item table consisting only of great, iconic, useful items. The second dungeon had a handful of consumables which the party promptly forgot about because when I prepped it I happened to roll the treasure type which directed me to roll on the magic item table consisting only of easily forgotten consumables (there's something to be said of players' tendency to forget about consumables and/or their hesitance to use them, but again, besides the point).

Another time, I might detail my method for determining the contents of treasure hoards, which includes magic items (the gist of it is that I use 5e's treasure tables in combination with Courtney Campbell of the Hack & Slash blog's excellent treasure tables in the Hack & Slash Blog Compendium II). For now, let's assume the DM is preparing a treasure hoard containing X magic items. If the DM is running 5e, their roll on the Treasure Hoard table tells them how many items are present and what magic item table to roll on, so they end up with a handful of the same type of item.

Contrast this with the original 1974 edition of  D&D - the monster encountered determines the "type" of treasure found (Book II: Monsters and Treasure, pages 3-4), and the type determines the chance for magic items (page 22), some of which are specific (i.e. "Weapon, Armor, or misc. weapon", "1 Potion", "1 Scroll", etc.), while others are general ("any 3"). In the case of the latter, the DM then refers to the following table (page 23):


Each of the magic item types then have their own unique tables on the following pages.

Advanced Dungeons & Dragons (both 1st edition and 2nd edition) handle it similarly - each monster has a "type" of treasure in its lair, the type refers to a table, and the roll on the table determines if and how many magic items are present. A subsequent table is used to determine the type of these magic items:

AD&D 1e DMG, page 121

AD&D 2e DMG, page 183

The result of this system is not only a greater variety of types magic items in a given treasure hoard, but because the subsequent tables for each type of magic item aren't organized with the characters' levels in mind, it also allows the chance for low-level characters to stumble across something truly special, game-changing, and character-defining.

But, I understand why "new school" DMs might be hesitant to entirely dissociate character level from the power level of magic items they might find the way earlier editions of D&D did. Which is why I'm going to suggest an entirely different magic item table from another 5e book.

Fizban's Treasury of Dragons, published in 2021, is the rare post-Tasha's Cauldron of Everything (published in 2020) Wizards of the Coast book that I actually recommend (TCE is where WotC truly lost me with lazy, sloppy products of dubious worth to DMs - not to say there were not similar products before that - but perhaps that's a topic for a later date). FTD is a good book and an obvious resource for any DM who wants to include dragons in their game with "dragons" in the title. But it also contains a hidden gem - a second, more secret, better magic item table than that found in the DMG.

The table is in Chapter 4: Lairs and Hoards, on page 72. Like other treasure tables, it uses a d100 roll. The DM is meant to roll on the table corresponding to the dragon's age category (wyrmling, young, adult, or ancient). This is similar to how the tables in the DMG are broken up by tier, or character level.

Assuming the DM knows how many magic items are present (FTD similarly suggests a number of magic items in a given dragon's hoard, again determined by the dragon's age category, but the DM might prefer to use the DMG's tables as to number of items, or some other method of determination like I do with Courtney Campbell's), the DM can roll d100 however many times on the appropriate column of the table in FTD (treating wyrmling as Tier 1, young as Tier 2, adult as Tier 3, and so on). The DM can decide if the column they're rolling on is determined by character level or by the "tier" of the adventure site where the treasure is found (if the DM is running a sandbox, for example, where characters can presumably attempt to go anywhere and do anything, Tier 1 characters might end up trying their luck in a Tier 2 adventure site, and end up with Tier 2 treasures as a result).

This method produces a spread of magic items which is more diverse in terms of rarity and distribution of minor and major items. A Tier 1 party (or a party adventuring at a Tier 1 location) is still most likely to find common minor items, but there may be rarer items and major items mixed in as well. Another option, which I haven't playtested, is to treat a roll of 100 (or the DM's preferred number) as a reroll on the next highest column of the table, so that even greater items occasionally appear as well.

With both this system and that laid out in the DMG, it's still impossible to randomly find an artifact-level magic item. The DMG states that "artifacts only appear when [the DM] wants them to", hence why they're not included on random tables. Maybe this is good advice and what the DM wants, or maybe it isn't. I know from my own prep style that I'll probably never remember to deliberately place artifacts in my game. If the DM wants a chance for artifacts to appear randomly, they might treat a roll of 100 on any column of FTD's table as an artifact. They may want to follow up a roll of 100 with a subsequent d100 roll to confirm. Or, a roll of 100 might only result in an artifact when it's rolled on the highest (ancient/Tier 4) column of the table.

I would go so far as to also use the tables from past editions (2e is mine of choice) to determine the type of each magic item (i.e. potions and oils, scrolls, rings, etc.) so that these are also diverse - however, some knowledge of what constitutes a minor or major item in 5e would be required. For example, most or all consumables like ammunition, potions, and scrolls are considered minor items, and there are only a handful of minor armors, rings, rods, shields, staves, and wands. "Wondrous Items" (formerly known as "Miscellaneous Magic") can be either minor or major depending on what they do.

A secondary benefit of this system is that, while the DMG's magic item tables (understandably) include only those magic items published in the DMG, this method allows the DM to include magic items from those other sources published since the DMG's release. Using D&D Beyond (or some other filterable or searchable database of 5e resources, for those of us who don't give money to WotC anymore 😉 ), the DM can filter or search for minor or major items of the appropriate rarity and type to choose from. Frustratingly, at some point WotC stopped identifying items as minor or major (the aforementioned table from FTD uses the terms, but the items in the book itself are identified as neither - like I said, lazy, sloppy, of dubious use, etc.), so the DM will have to use some judgment as to what constitutes a minor or major item in some cases.

And that's it! Hopefully this post communicated what I intended, which is that the treasure and magic item tables in the DMG provide same-y, unsatisfying results (for me - maybe they're great for every other DM). I enjoy a bit more variety in the type, rarity, and power level of magic items my players find, and I don't mind doing a bit of extra work to get the results I enjoy seeing in prep. There are undoubtedly a lot of DMs who simply include the items they want to be in their games, whether because they're cool, important to the setting or "story", or particularly suited to a specific player character, and those DMs probably don't notice these issues at all. My prep style is randomization plus imagination, and I'm always looking for ways to make my randomization methods yield results that are satisfying and inspiring.