Using This Generator The main intent behind this generator is to give DM's a way to add more of an ARPG/high magic item system to their games. The items generated do not always play well in a standard D&D game, so careful consideration must be taken before simply granting a generated item to a player. Spell Sheet; Monster List; Magic Items; Encounter Size Calculator; Initiative Tracker; Random Generator; Random Dungeon Generator. Random Magic Shop Generator. Generate random magic shops with items from the DMG. Random Treasure Generator. Coins, gems, art objects, and magic items. RWBY Team Generator.
Instructions: Simply enter a number for how many items of each type the magic shop should have. If a shop shouldn’t have any of those items, leave the field blank or enter a 0. Then press submit and the page will reload with a Magic Item Shop inventory listed below that fits your criteria.
Or as a shortcut select a value for “Pre-fill as shop size” then submit, or customize the settings then submit.
This generator uses the probabilities in the SRD as faithfully as possible with one exception noted below. (If you notice any problems let me know.) Therefore the text results from the generator are open content under the OGL.
Random Magic Shop Generator 5e
The exception is that scrolls of any power level (minor, medium, and major) have the same random chances to have between 1-6 spells, weighted toward fewer spells.
Remember that except for very high magic settings, characters shouldn’t be able to walk into a “MagicMart” with many items to choose between so use this tool wisely.
D&d Random Shop Generator
- I really like some of the resources you have here. What would be a big help is a floor plan generator for castles/ keeps/
Leave a Reply
You must be logged in to post a comment.
Random Shop Generator
[5e] [Updated] Shop Inventory Generator
So, I'm a bit of a spreadsheet nerd, and I decided I wanted a way to quickly and efficiently generate shop inventories for my game. I found this table shared on this reddit post, and used it as a template to create this spreadsheet.
What the sheet does is calculate (by generating random numbers) what types of items a shop will have based on its availability, and what their prices are. Availability levels are Limited (think traveling merchants), Rural, Urban, and Premium (capital cities and such). Hidden columns randomly roll a d100 (more or less) and if the roll is successful it randomly selects a price for the item between .75x and 1.5x of the base price. Prices can be adjusted for expensive/inexpensive/favorable/unfavorable conditions by changing the value in the Price Multiplier box, and all important numbers are visible to allow for manual rolling, since the random number generators cause the sheet to change every time any cell is edited. The easy way to lock a shop's inventory values is to set up the editable cells in the top row, then download the sheet as a PDF; it will produce random values that will not change after that point.
What I'm looking for is advice on other ways to improve it. For example, I've already just now changed it to limit prices to two types of coins maximum so it doesn't give prices like '3 pp, 1 gp, 1 ep, 4 sp, 8 cp.' Also, there seems to be a rare glitch where it gives prices like '10 cp' rather than properly converting to '1 sp,' and I'm working on fixing that.
Once I've got it polished I was going to make it downloadable and such for folks, and possibly make a version that doesn't use electrum since I know some people dislike it. Anyone have any ideas or suggestions?
So, I'm a bit of a spreadsheet nerd, and I decided I wanted a way to quickly and efficiently generate shop inventories for my game. I found this table shared on this reddit post, and used it as a template to create this spreadsheet.
What the sheet does is calculate (by generating random numbers) what types of items a shop will have based on its availability, and what their prices are. Availability levels are Limited (think traveling merchants), Rural, Urban, and Premium (capital cities and such). Hidden columns randomly roll a d100 (more or less) and if the roll is successful it randomly selects a price for the item between .75x and 1.5x of the base price. Prices can be adjusted for expensive/inexpensive/favorable/unfavorable conditions by changing the value in the Price Multiplier box, and all important numbers are visible to allow for manual rolling, since the random number generators cause the sheet to change every time any cell is edited. The easy way to lock a shop's inventory values is to set up the editable cells in the top row, then download the sheet as a PDF; it will produce random values that will not change after that point.
What I'm looking for is advice on other ways to improve it. For example, I've already just now changed it to limit prices to two types of coins maximum so it doesn't give prices like '3 pp, 1 gp, 1 ep, 4 sp, 8 cp.' Also, there seems to be a rare glitch where it gives prices like '10 cp' rather than properly converting to '1 sp,' and I'm working on fixing that.
Once I've got it polished I was going to make it downloadable and such for folks, and possibly make a version that doesn't use electrum since I know some people dislike it. Anyone have any ideas or suggestions?