NWN2

NWN2 specific content.

The Head Dungeon Master Shuffle

We have had a change of hands for the Head Dungeon Masters for Baldur's Gate and the Western Heartlands.

Please welcome Ronan as the new HDM of Western Heartlands, and thank departing HDM Teric for his service.

Please welcome shad0wfax as the new HDM of Baldur's Gate, and thank departing HDM HEEGZ for his service.

ACR v1.92

Change Log

Automated Updates

  • Servers order to hotfix ACR changes will accomplish the task using temporary file paths instead of doing so inside of the haks directory.

Spawns

  • Spawns now read a called ACR_COLOR_NAME which will set the color of the creature's name to the string value of the string. Anything that functions inside of <C=[this spot]>Name</C> is valid for use.
  •  

New Models

  • A number of new heads are available for elves and half elves.

System Changes

  • The ACR now includes a few levels of griefer protection. Obvious use of cheats that can be quickly detected on login will cause the affected character to be booted and the player banned. Additionally, obviously-cracked or stolen copies of NWN2 are also so treated. Finally, Admin can set servers into an emergency anti-griefing state which prevents non-members from bringing new characters into play.
  • A couple vulnerabilities that could be exploited with GUI overrides are closed.
  • DM Scry now only polls every 2 minutes, if a DM has DM Scry on (though tech continues to recommend that DMs not default DM Scry to on, as it is very expensive. If you're not using it, please leave it off.)
  • Automatic systems now reset the server's difficulty to D&D Hardcore rules regularly.
  • @aby is the shortcut for Abyssal now, whereas it used to erroneously cause one to speak Assassin.
  • The ACR is capable of hotfixing new specs for the autodownloader.
  • Random loot of low value will prefer non-magical gear, instead of high-value bags, which will tend to produce a lot of magic consumables.
  • ACR Item pricing won't attempt to adjust an item's price if none is necessary. (we hope this should make individually-worthless items in stacks from being regarded as worth a lot of money).
  • The Force Rest DM command now hooks the ACR rest system, and should be a better proxy of resting.
  • PCs who fall to negative hit points but do not trip the death floor also write an event to the logs.
  • PCs who fall to the death floor when a DM is on prompt a pause, and cause a message sent to the DM channel explaining the pause as the result of a PC falling.
  • A previous bug where the trade scroll system could come to believe that the wizard creating the trade scroll didn't know the scroll he was creating is now corrected, making the creation of trade scrolls more reliable.
  • Trade scrolls of ID 0 can no longer be created. Related, Acid Fog is no longer ID 0, and ID of 0 can be generally understood as no spell.
  • Calculations for character size affecting skill rolls now correctly apply 4 points of swing for each size category off of medium.

Feat Changes

  • Druids get Wild Empathy, a Thousand Faces, and Timeless Body as RP Feats
  • The Artist feat now provides the 3 extra uses of bardic music that it promises.

Spell Changes

  • Read Magic can now identify scrolls.
  • Undead, being immune to all spells which provide fort saves, are now treated as immune to Flesh to Stone and the basilisk/medusa gaze.
  • Mount is available to wizards as an RP spell.
  • The following RP Spells are added: Animate Rope, Bless Water, Detect Secret Doors, Erase, Goodberry, Guidance, Hypnotism, Magic Mouth, Magic Stone, Obscure Object, Obscuring Mist, Produce Flame, Shillelagh, Silent Image, and Ventriloquism.
  • The duration of Silence is now 1 minute / caster level.
  • Halt undead previously produced incoherent, unpredictable, and difficult-to-describe effects, but now operates according to its description.

Class Changes

  • Bards cap at 6 cantrips, at level 2, instead of 5.
  • Hellfire Warlocks no longer acquire the Summon Baatezu power.

Help Text Changes

  • "Craft Ring" is now called "Forge Ring"

 

Death

In ALFA Neverwinter Nights 2, death is resolved differently from both stock Neverwinter Nights 2 and from Dungeons and Dragons 3.0. At the onset of the creation of this system, the stated purpose was to create a system which tried to reconcile the implications of slow advancement and persistent hosting, as the core ruleset (Dungeons and Dragons) assumes many fewer opportunities to die per character level than a persistent world must to be viable in the long term.

 

Obvious Disclaimer

If a DM is running an event and something in that event proves to be lethal which the DM didn't mean to be lethal, the DM may (at their discretion) opt to reset the encounter and try again. In this case, there is no ruleset problem even possible; a person with ultimate power over the event at hand attempted to do something and it didn't work right. Resolutions may be, and often are, focused on getting the circumstance that the DM wished to stage to work.

 

NPCs

If an NPC is reduced to 0 hit points or is the subject of a death effect, it is dead. All creatures in Neverwinter Nights 2 have a concept of death and have code which runs on the death of the creature. It is slain. Some DM events will regard these dead NPCs as "near death," as a PC (see below), but it is at their discretion and requires that the NPC be remade and reduced to an adequately-low number of hit points.

 

PCs

PC death is handled differently than NPC death. Firstly, PCs have the concept of being "near death," which NPCs do not, and PC death is at -10 hit points.
Bleeding: If a PC is reduced to negative hit points, said PC falls to the ground and is helpless. Immediately, a bleeding check is rolled for that PC; no skill or ability influences this roll. There is a 90% chance of losing 1 hit point and a 10% chance of slowing the bleeding. These checks repeat every round, unless slowed, when they repeat every hour. If two checks are made, the downed PC begins to recover and slowly regains hit points until having 1 again. Receiving magical healing stops these checks, whether or not it increases the PC's hit points to positive numbers again.
The Safety Net: If a PC is attacked by something that would have killed them, but said PC had 1 or more hit points before the attack, that PC is instead dropped to the ground with -6 hit points, prompting a bleeding check.

  •  Single attacks which hit multiple times are considered one attack for the purposes of this system. A PC who is struck by two blows from an NPC with more than 3 attacks per round, for instance, might receive two hits in the same instant. The second hit is not regarded as a "finishing blow" following up the first hit's trigger of the safety net.
  • Spells which attack from multiple damage sources, such as Ice Storm or Flamestrike, are also considered a single attack for the purposes of this system.
  • Spells that strike a single target many distinct times, such as Magic Missile, are also considered a single attack for the purposes of this system.
  • Spells that function by making an area hazardous for an extended period of time, such as Fire Wall, are NOT covered by this, and will often kill PCs who fall in them.

NPCs are expected to leave a bleeding PC alone until all active threats to them are fought. While they may make a pointed "finishing blow" attack on a PC, this should be done after PCs have stopped fighting back (either from being reduced to bleeding themselves or from having fled/hidden).
Suffucation: There are some regions of ALFA's build which may cause a character to be unable to breathe. For most PCs (exceptions being air genasi and PCs under the effect of spells that stop their metabolism, like Living Undeath or Stone Body), this will eventually kill them. A PC may hold his or her breath for twice as many rounds as his or her constitution score. At the end of this, the PC begins making constitution checks at DC 10, increasing by 1 every time the check is called. If a PC fails any of these checks, he or she falls unconcious and begins inhaling water. In the second round, he or she is dropped to negative hit points. On the third round, he or she dies (provided that no intervention is carried out. Healing magic can make a drowning PC barely survive and move along, but it will need to be repeatedly applied as the drowning continues to happen. Finding a source of air, or acquiring the ability to breathe in the environment, is usually the best solution).

Common Examples

Example 1:
1) PC is reduced below 1 hp
2) PC is healed above 1 hp
3) PC is hit again, and dies instantly from the hit (with no time spent bleeding)
This is a bug. Healing to above 1 hp should have reset the safety net and caused bleeding.
(Please report this in a support ticket directed to the ACR, and get screenshots if possible.)

Example 2:
1) Any order of events sets a PC to below 1 hp
2) Bleeding kills the PC.
This is a legitimate death.

Example 3:
1) PC is reduced to less than 1 hp
2) PC it hit a second time, quickly, but after more than about a second, reducing them to -10 or lower. PC was not directly targeted (but, instead, harmed by an area spell, a trap, or collateral from fighting-- like cleave or attacks of opportunity).
3) PC is healed, resulting in PC in the morgue with more than 1 hp.
This is a legitimate death.
(there are no "ties" in NWN2 to "go to the runner" in NWN2, as all of the combat logic operates on a single thread on the server. Everything is in order and precisely sequenced. The heal only manifested in the morgue because the PC was already dead when the heal arrived [and just hadn't ported away yet].)

Example 4:
1) PC is reduced to less than 1 hp
2) PC is healed, but not enough to bring the PC up to 1 hp
3) PC is hit again, but not by direct targeting (like in example 3) and dies.
This is a legitimate death.

Example 5:
1) PC is reduced to less than 1 hp.
2) Hostiles near the PC don't retarget, and continue to put emphasis on finishing the bleeding PC (provided you didn't order them to-- see my pre-example note that you're running the event, and the NPCs are doing whatever you tell them to do). One of them connects and the PC dies.
This is a bug.
NPCs are supposed to fight things which are active threats to them first, and only return to finish off bleeding NPCs once they're out of things which are trying to kill them (report this as a bug if it happened; get screenshots and spawn types if possible).

Common Mistakes

"Tie Goes to the Runner"
Sometimes a PC will run to the aid of another PC who is bleeding, expecting to deliver a healing spell to said PC before the bleed out. The heal appears to execute, but the PC still dies and arrives in the module's death area with the heal applied. Many claim that the bug was failing to acknowledge the heal, but this is not in fact what happened. The PC's death had already been processed, but we must tell the game engine to raise the dead PC so that we may send the PC to the death area, as Neverwinter Nights' implementation of corpses includes that they may not be moved. This results in a brief time when the PC is able to be targeted by healing but is still unambiguously dead.

"Collateral Damage Shouldn't Happen"
Sometimes a PC will run to the aid of another PC who is bleeding with the expectation of bringing aid, but actually invites more peril with them. Perhaps an enemy spellcaster uses an area spell like Fireball to try to stop the would-be hero, the way is in fact trapped and the dear friend is shredded in the blast, or chasing melee fighters slay a summon and cleave the downed PC. These deaths are legitimate, and the consequence of attempting to solve problems with lethal force (the other people will tend to try to use lethal force right back).

"Healing Always Resets the Safety Net"
This isn't necessarily the case. Note the original definition of the safety net: you can't simply stabilize a downed PC to make the safety net work again. You have to heal them enough to make them stand up and start defending themselves again.

ACR Chooser

In ALFA's core content is a custom implementation of the DM Chooser. While in the broad sense this tool is meant to serve the same purpose as the DM Chooser which came with Neverwinter Nights 2, it seeks to provide more-focused options to interact with more kinds of objects.


Tabs

Area Contents Tab -- The left tab on the ACR Chooser is the area contents tab, denoted by an icon resembling list items. This tab allows the DM to search for areas, jump between areas, jump to and between objects within the area, and take object-specific actions on any of the objects within those areas.

Limbo Tab -- The right tab on the ACR Chooser is the limbo tab, denoted by a spiral graphic (which is used on the Area Contents tab to send creatures into limbo). This tab is highly specialized, and is so because this prevents a DM from needing to scroll around in a very large list to find limbo, and then scroll back to find the area. It can instead be accomplished by switching between tabs.

Button Bar

Below the tabs in the ACR Chooser is a bar which is filled with buttons. Buttons all contain tooltips as reminders for what they do, and focus on high-contrast icons for recognition of their actions. The following buttons are available via the DM Chooser:

Jump Me to Object: this action is available for all objects, denoted by a circle with an arrow pointing away from it.

Jump Object to Me: this action is available for all movable objects (creatures, PCs), denoted by a circle with an arrow pointing toward it.

Heal: this action is available for all objects with hit points, denoted by a wide cross. It removes all effects from and restores the hit points of the target object.

Immortal: this action is available only for creatures, denoted by a large escutcheon. It makes the target creature impossible to kill (but possible to harm).

Hostile: this action is available only for creatures, denoted by a sword and a swing "swoosh." It makes the target creature hostile.

Nonhostile: this action is available only for creatures, denoted by a sword with a slash across it. It makes the target creature non-hostile.

Kill: this action is available only for creatures, denoted by an X. It kills the target creature.

Limbo: this action is available only for creatures, denoted by a swirl. It sends the target creature to limbo.

Restore: this action is only available for PCs, denoted by a circle with slashes on every corner. It removes all status ailments from the target PC.

Allow Rest: this action is only available for PCs, denoted by three Zs. It allows the target PC to rest (and should be preferred to forcing rest, as forced rest does not reset spellhooking).

Allow Spell Preparation: this action is only available for PCs, denoted by a magic wand and a refresh icon. It allows the PC to prepare spells again.

Inventory: this action is only available for PCs, denoted by a bag. It opens the Inventory Report on the PC.

Validate from Quarantine: this action is only available for PCs, denoted by a biohazard with a slash across it. It validates the target PC from quarantine.

Lock: this action is only available for lockable objects, like doors or placeables. It is denoted by a key. It locks the object with its default DC.

Unlock: this action is only available for lockable objects. It is denoted by a pad lock. It unlocks the object.

Plot: this action is only available for objects which have a plot flag (like doors and placeables). It is denoted by the NWN eye. It flags the object as plot.

Unplot: this action is only available for objects which have a plot flag. It is denoted by the NWN eye with a slash across it. It flags the object as not plot.

Untrap: this action is only available for objects which may inherently be trapped, like doors or placeables. It is denoted by a bear trap with a slash across it. It disarms the object's trap. It is of note that the ACR Chooser has no set trap option, as the preferred traps in ALFA should be AOE-based, as can be created through the ACR Creator.

Destroy: this action is available for all objects which can be destroyed, but which do not meaningfully die. It is denoted by a trash can. It destroys the object.

Activate Spawn: this action is available for waypoints which are configured to work with the ACR spawn system, denoted by a creature icon with a flag beside it. It enables a spawn which has been disabled by the typical disabling means.

Deactivate Spawn: this action is available for waypoints which are configured to work with the ACR spawn system, denoted by a creature icon with a flag beside it and crossed out with a slash. It disables a spawn by the typical disabling means.

Search Bar

Below the button bar is the search bar. DMs may restrict the contents of the area list to only areas which match on the contained text by typing it here and pressing enter. Clearing the field's contents and pressing enter restores all areas to the list below, and forces a refresh if one is ever required.

Area List

Below the search bar is the area list. If a search was performed (above), only matching areas are listed here. If a search has not been performed, the first item on the list is the current area, denoted by a bright orange font. If the area is connected to others by typical area transitions, all bordering areas are listed just below, denoted by a fainter orange font. All areas (including the current and bordering areas) are listed below alphabetically by name.

Clicking any area reveals its filtered contents in the object list.

Double clicking any area teleports the DM to that area, attempting first to use a connecting AT (that is, a DM who jumps to an adjacent area appears in the new area at the AT which they would have arrived through if they had walked; if there is more than one, it will just use the first one it finds), and then attempting to use any AT. If no ATs are available, it looks for open space in the southwestern quadrant of the area. If those guesses fail, DMs are encouraged to use an item on the object list as a jump target.

Object Filters

Ten icons exist between the area and object lists, appearing either with or without a red "no" sign over them. Clicking these toggles the icon's "no" sign and adjusts the contents of the object list according to the configured filters. Reading left to right, they are Persistent Areas of Effect (bear trap), Creatures (little devil), Doors (doorway), Items (sword), Lights (torch), Placeables (table), Stores (stack of coins), Triggers (fading box), Persistent Visual Effects (sparkle), and Waypoints (flags).

Object List

The bottom-most list inside the area is the object list, which contains lists of all of the objects in the selected area, as controlled by the object filters. Double clicking any object jumps the DM to that object, provided that doing so is possible. Selecting the object updates the button bar to actions which are available for the object, so that any button click is a valid action to be carried out on the selected object.

ALFA Release Notes v1.91

Change Log

ACR_Candlekeep (C#/.NET Info Provider)

  • ACR_Candlekeep now reports its errors to the server log.
    • ACR_Candlekeep also provides a list of every resource that it identifies, but fails to parse. Servers may use this as direction to find damaged or incomplete blueprints in their modules.
  • ACR_Candlekeep no longer crashes if the server is missing an override folder
    • Servers should still have an override folder for other reasons. This specific fix just makes it less disabling.
  • ACR_Candlekeep maintains a list of all areas in the module, similar to GetAreas(), but sorted alphabetically by name.
  • ACR_Candlekeep now reads from the campaign folder.

ACR Creator

  • Issues when a DM could cause infinite items to spawn from the ACR Creator when an object with an inventory was already selected are resolved. Only one item is spawned now, in the inventory of the selected object.
  • When the ACR Creator is instructed to back up a directory to before the top directory (if, for instance, a DM selected ".." multiple times before the list was redrawn), then the top directory for the tab is displayed (as opposed to no content [base v1.90] or the creatures tab [v1.90 hotfix]).
  • The ACR Creator now has a search bar. Any text may be entered into this bar, followed by pressing Enter, and the list will update to show all objects in the current folder and subfolders of it which match on the provided text. Clicking ".." in this view will return a DM to the original folder structure.
  • The ACR Creator is now 20% wider, with the added width added to the name column of the spawnable objects lists.
  • If ACR_Candlekeep fails to identify the faction of a creature, that creature's faction is listed as "Unknown" in the ACR Creator. If this creature's faction is genuinely invalid, then said creature would typically attack members of all other factions.

Inventory Report

  • The ACR Inventory report (accessed by pressing P and then selecting a character and clicking the backpack button) now includes a price correction tool, indicated by an image of a price tag bearing the alchemical symbol for gold. This may be used to request that the ACR do its best to correct the state of the selected item, setting its price to ALFA pricing rules if no manual price is set, or allowing price to be increased to that point if one is, and adding the assumed properties derived from the object's material
    • For example, living metal armor has a lower ACP and a higher max dex than steel armor of the same type. If living metal scale armor was given to this tool, but it had the rules type of steel scale armor, then it would be adjusted to have the rules types of living metal before it was repriced. Similarly, precious metals provide energy resistances that would be added, and fever iron adds fire damage to weaponry made from it).
    • Items which do not appear to be handled by the ALFA pricing rules are flagged by changing the item's name to "(Illegal) <name>" (of course, such items can be used freely by NPCs or under the usual restricted plot-based rules determined by the HDM and DMA, but should not be dropped as ordinary loot).

Items

New tools are available for the generation of items, listed separately below.

  • The following special materials are available in the toolset (but not all of these are fully supported by standards-- they may still be set and referenced by script, if there is a plot-specific purpose for one. Such special materials will be labeled as illegal if passed through repricing systems for non-plot use):
    • Arandur
    • Astral Driftmetal
    • Bluewood
    • Copper
    • Dlarun
    • Dragonfang
    • Fever Iron
    • Fiend Bone
    • Frystalline
    • Gold
    • Hizagkuur
    • Living Metal
    • Pandemonic Silver
    • Platinum
    • Serren
    • Sondarr
    • Suzaillian Chainweave
    • Items made from slain dragons divide by type for the purposes of those sorts which have special features by the type of dragon (e.g. Dragonfang Weapons or Dragonscale Armor would be tooled as of material type "Creature (<type> Dragon)")
  • These RP Spell Cantrips now cost money on wands and potions (previously, they were listed as worth 0 or -1 gold):
    • Blessed of Waukeen
    • Detect Poison
    • Dancing Lights
    • Ghost Sound
    • Mage Hand
    • Mending
    • Message
    • Open/Close
    • Arcane Mark
    • Prestidigitation
    • Create Water
    • Know Direction
    • Purify Food and Drink
    • Summon Instrument
    • Lullaby
  • New Armor Rules Types are added to accomodate armor made of Duskwood (breastplates only), Dragonhide (all non-chain armor), and Living Metal (all metal armors).
  • The ACR_Items C#/.NET project exists and is capable of modifying item prices, correcting the prices of existing items or modifying the appearances of items. acr_items_i implements public functions to access ACR_Items.
  • Spells are broadly calculated for price using the pricing Standards requirement to price spells as cleric or wizard spells, if possible, even if a lower-level version of the spell exists from another character class. Of particular note that the very-common potion of Neutralize Poison is, by ALFA's pricing rules, to be regarded as a 4th level spell, and it was previously very-commonly priced as a 3rd level spell (as this is the level it is available to druids).
  • Persistant storage now uses standard GFF format to save and restore the items in their contents, wich each item getting a unique file.
    • HDMs and module maintainers can now inspect the contents of persistent storage without opening the storage by copying off the pStorage folder found inside the /documents/ NWN2 directory. It is, however, important to copy and not to access the files directly from a running server's directory, as nwn2server may attempt to access (and potentially move or remove) those files at any point.
    • These pChests will be converted from the old syle (campaign database) storage to the new style the first time they are accessed on the new ACR. A lingering campaign database entry is evidence of an unaccessed persistent storage object.

Experience Calculation

  • Two RPXP ticks fire per game hour, causing said ticks to be 6 minutes, 30 seconds apart. Total XP gain for RP time remains at 15 per real life hour.
  • XP Rewards are rounded when diminishing returns are resolved, instead of being truncated.
  • Crafting expenses always require the next GP or XP up if a fraction of one is calculated by normal means. In the most visible case, this means that level 1 and 0 scrolls require 1 xp to craft, not 0.

General Fixes

  • A previous setting in items handling code that left verbose/unhelpful commentary on the server logs is removed.
  • ACR_Traps' standard traps now spawn with a default description that offers a (vague) idea to rogues attempting to disable them as to what they do. While this still does not provide the DC of the trap (though builders may choose to say or imply with their own creations), it should provide hints enough to make a worried rogue know what buffs to ask for.
  • Debugging commands using $OBJECT_TARGET execute correctly now
  • Issues where ACR_ServerCommunicator could fail to acquire a list of servers from the database are resolved
  • The language selection GUI now collapses more-completely when the minimize button on the GUI is clicked.
  • Incorporeal creature touch attacks now accept "GHOST" as a value. This touch attack mimics the SRD Ghost entry, but focusing on primary casting ability scores for casters and constitution for all others.
  • zSpawn widgets can be used more than once again.
  • Dead people don't get subdual fists even if they turn subdual on when dead. Getting killed still turns subdual mode off.
  • Monks no longer have their unarmed attacks disrupted by the presence of the PC Hide item.
  • The various versions of Spell Mantle now only apply Empower Spell to the random portion of the spell. For example, 1d4+4, when empowered, is (1d4 * 1.5)+4, not (1d4+4)*1.5.
  • DMs may now use #ifs[number] and #ifl[number] to message all players in the area if they make the related perception check at DC. (e.g. "#ifs15 You spot a few goblins peeking barely over the ridge to the south" will send "You spot a few goblins peeking barely over the ridge to the south" to all PCs who make a DC 15 spot check). This number must be two digits (e.g. #ifl05 for a DC 5 listen check).
  • DMs may use #not by the same token as above, but no dice are rolled; every PC in the area gets the message (it is much like an area-wide shout).
  • Non-members who attempt to portal to a non-public server are given the feedback that they can't portal because they're not members, instead of the feedback that they can't portal because the target server is down.

DM Chooser

ACR v1.91 introduces a new DM Chooser, which is capable of searching areas, has more-robust handling to teleport between areas, has a longer and more-available limbo display, and can interact with more types of object. The tool's complete documentation can be found here.

Loot Generator

The DM Creator now links a loot creator off of its Items tab. This may be used to generate random level-appropriate loot based on provided parameters. The tool's complete documentation can be found here.

ACR Loot Generator

ACR Loot Generator

The ACR Loot Generator is a sub-tool of the DM Creator. Its primary purpose is the accurate generation of appropriate quantities of items and wealth to be dropped on PCs after a certain amount of DMing. It should generally be regarded as a single-purpose tool, and holds no designed functions outside the creation of randomized and wealth-adjusted items.

Activation

When the Loot Generator is opened, no initial action is taken. Options are presented to the DM in this fashion:

The left side of the UI controls the quantity of loot to be generated:
Lowest-Level PC: The DM types the level of the lowest-level PC who this loot is for. This is to prevent the dropping of overpowered or unsplittable items, and also controls the base multiplier applied to awarded experience to acquire the base value of the loot.
Experience Awarded: The DM types the amount of experience given to each single PC. This is the base number to which all other multipliers will be applied.
Number of PCs: The DM types the number of PCs who will be given the loot. This will be used to multiply the tota value of the spawn and drives the maximum value of single items if the loot is desired to be splittable.
Minimum Gold Drop: A quantity of gold that you wish to have dropped before beginning to generate any additional loot. If this number is greater than the total calculated loot drop, then the total calculated value of the drop will be created as gold.

Richest PC is Very Poor: Select this if the richest PC in the party is still very poor (less than 50% of target wealth, represented on the Player Report as an outturned pocket)
Richest PC is Poor: Select this if the richest PC in the party is poor (more than 50% of target, but less than target wealth, represented on the Player Report as a stack of copper coins)
Richest PC is Near Target: Select this if the richest PC in the party is near target wealth (in a 20% range around target wealth, represented on the Player Report as a gold coin with a green check over it)
Richest PC is Rich: Select this if the richest PC in the party is rich (more than target, but less than 150% of target, represented on the player report as a large stack of gold coins)
Richest PC is Very Rich: Select this if the richest PC in the party is very rich (more than 150% of target, but less than double target, represented on the player report as a pile of gold, gold bars, and jewellery)
Richest PC is Cut Off: Select this if the richest PC in the party is over the wealth cutoff (more than double target, represented on the player report as a golden money bag).

Spawn Many Cheap Items: Select this if you wish to spawn many items of relatively-low value. This will tend to reduce the magic of the drop and increase the diversity of item types, and also tends to be fairly consumable heavy.
Ensure Loot May Be Split: Select this if you wish to ensure that no item spawned will be worth more than a fair share of the loot, if divided among the number of PCs listed in the first section. This usually results in a bag that has a couple powerful items, with the rest filled out by sellable items or items with a more-narrow use case.
Spawn Highest Quality: Select this if you wish to allow items that are worth more than a fair share of the drop, but still capped by character level and total bag value, to spawn. This usually results in a bag that is dominated by a single very-valuable item, with mundane, consumable, or low-value skill bonus items filling out the rest.

Spawn a Balanced Bag: Select this if you wish to exert no pressure on the particular contents of the bag, allowing whatever it contains to be entirely random.
Spawn a [item type] First: Select this if you wish to roll for a particular item type first. Generally, this means that you will get an item of that type which is worth near the max value of a single item for the drop. The remainder of the loot's value will be generated as a Balanced Bag.
Spawn Only [item type]: Select this if you wish to fill out the loot bag with only a specific item type. No other items will be rolled for; only the selected type will be rolled for, and it will continue to generate until the it can not generate another without going over the value of the bag.

Generate: Once all of the appropriate values are set, the "generate" button may be clicked to create the loot. If the DM currently has a valid container for the loot selected, the loot will be created inside of the container. Otherwise, the loot will appear in the DM's inventory.

Syndicate content