Appendix: Pricing Examples First thing’s first, its base usef in paragraph 2 is immensely
powerful, with a lot of utility uses, with a very minor caveat.
This appendix is focused on providing more practical It’s considered an unbelievable bonus, worth 50,000 gp. This
examples of how this book determines pricing. There are is modified by a trivial malus, which has to be the max value,
three tiers of complexity that this appendix goes into, each due to how impactfcul the bonus is. Further on in the same
more complicated than the previous. Each example will paragraph it describes that it deals 4d10 damage to creatures
provide the item in of itself, then go into how it is dissected to it touches. Averaging that, it comes to 22 damage per hit. This
reach the final price shown in this document. can be done as you want, without requiring attunement, so it
is further modified by the at will multiplier.
Basic: Sphere of Annihilation However, as described in paragraph 3 and paragraph 5, it
can also be incredibly dangerous for its user. All together, this
Sphere of Annihilation was given the deadly malus. Because the value of the item’s
uses doesn’t reach 200,000 gp in value, we’re just going to use
Wondrous item, legendary the malus multiplier for deadly maluses.
This 2-foot-diameter black sphere is a hole in the multiverse, (Dmg_22 x DmgAtWillMult + BonusUnbelieveable +
hovering in space and stabilized by a magical field MalusTrivial_Max) x (1 + MalusDeadly_Mult)
surrounding it.
The sphere obliterates all matter it passes through and (220 x 5 + 50,000 + -50) x (1 + -0.5)
all matter that passes through it. Artifacts are the exception. (1,100 + 50,000 + -50) x (0.5)
Unless an artifact is susceptible to damage from a sphere 51,050 x 0.5
of annihilation, it passes through the sphere unscathed. 25,525
Anything else that touches the sphere but isn’t wholly
engulfed and obliterated by it takes 4d10 force damage.
The sphere is stationary until someone controls it. If you
are within 60 feet of an uncontrolled sphere, you can use an
action to make a DC 25 Intelligence (Arcana) check. On a
success, the sphere levitates in one direction of your choice,
up to a number of feet equal to 5 × your Intelligence modifier
(minimum 5 feet). On a failure, the sphere moves 10 feet
toward you. A creature whose space the sphere enters must
succeed on a DC 13 Dexterity saving throw or be touched by
it, taking 4d10 force damage.
If you attempt to control a sphere that is under another
creature’s control, you make an Intelligence (Arcana) check
contested by the other creature’s Intelligence (Arcana) check.
The winner of the contest gains control of the sphere and can
levitate it as normal.
If the sphere comes into contact with a planar portal,
such as that created by the gate spell, or an extradimensional
space, such as that within a portable hole, the DM determines
randomly what happens, using the following table.
d100 Result
01-50
51-85 The sphere is destroyed.
86-00 The sphere moves through the portal or into the
extradimensional space.
A spatial rift sends each creature and object
within 180 feet of the sphere, including the
sphere, to a random plane of existence.
48
Intermediate: Deck of Many Things Knight. You gain the service of a 4th-level fighter who
appears in a space you choose within 30 feet of you. The
Deck of Many Things fighter is of the same race as you and serves you loyally until
death, believing the fates have drawn him or her to you. You
Wondrous item, legendary control this character.
Gem. Twenty-five pieces of jewelry worth 2,000 gp each
Usually found in a box or pouch, this deck contains a number or fifty gems worth 1,000 gp each appear at your feet.
of cards made of ivory or vellum. Most (75 percent) of these Talons. Every magic item you wear or carry
decks have only thirteen cards, but the rest have twenty-two. disintegrates. Artifacts in your possession aren’t destroyed but
Before you draw a card, you must declare how many do vanish.
cards you intend to draw and then draw them randomly (you The Void. This black card spells disaster. Your soul is
can use an altered deck of playing cards to simulate the deck). drawn from your body and contained in an object in a place
Any cards drawn in excess of this number have no effect. of the DM’s choice. One or more powerful beings guard the
Otherwise, as soon as you draw a card from the deck, its place. While your soul is trapped in this way, your body is
magic takes effect. You must draw each card no more than incapacitated. A wish spell can’t restore your soul, but the
1 hour after the previous draw. If you fail to draw the chosen spell reveals the location of the object that holds it. You draw
number, the remaining number of cards fly from the deck on no more cards.
their own and take effect all at once. Flames. A powerful devil becomes your enemy. The devil
Once a card is drawn, it fades from existence. Unless the seeks your ruin and plagues your life, savoring your suffering
card is the Fool or the Jester, the card reappears in the deck, before attempting to slay you. This enmity lasts until either
making it possible to draw the same card twice. you or the devil dies.
Skull. You summon an avatar of death-a ghostly
A Question of Enmity. Two of the cards in a deck of many humanoid skeleton clad in a tattered black robe and carrying
things can earn a character the enmity of another being. a spectral scythe. It appears in a space of the DM’s choice
With the Flames card, the enmity is overt. The character within 10 feet of you and attacks you, warning all others that
should experience the devil’s malevolent efforts on multiple you must win the battle alone. The avatar fights until you die
occasions. Seeking out the fiend shouldn’t be a simple task, or it drops to 0 hit points, whereupon it disappears. If anyone
and the adventurer should clash with the devil’s allies and tries to help you, the helper summons its own avatar of death.
followers a few times before being able to confront the devil A creature slain by an avatar of death can’t be restored to life.
itself. Idiot. Permanently reduce your Intelligence by 1d4 + 1
In the case of the Rogue card, the enmity is secret and (to a minimum score of 1). You can draw one additional card
should come from someone thought to be a friend or an beyond your declared draws.
ally. As Dungeon Master, you should wait for a dramatically Donjon. You disappear and become entombed in a state
appropriate moment to reveal this enmity, leaving the of suspended animation in an extradimensional sphere.
adventurer guessing who is likely to become a betrayer. Everything you were wearing and carrying stays behind in
the space you occupied when you disappeared. You remain
Vizier. At any time you choose within one year of imprisoned until you are found and removed from the sphere.
drawing this card, you can ask a question in meditation and You can’t be located by any divination magic, but a wish spell
mentally receive a truthful answer to that question. Besides can reveal the location of your prison. You draw no more
information, the answer helps you solve a puzzling problem cards.
or other dilemma. In other words, the knowledge comes with Ruin. All forms of wealth that you carry or own, other
wisdom on how to apply it. than magic items, are lost to you. Portable property vanishes.
Sun. You gain 50,000 XP, and a wondrous item (which Businesses, buildings, and land you own are lost in a way that
the DM determines randomly) appears in your hands. alters reality the least. Any documentation that proves you
Moon. You are granted the ability to cast the wish spell should own something lost to this card also disappears.
1d3 times. Euryale. The card’s medusa-like visage curses you. You
Star. Increase one of your ability scores by 2. The score take a -2 penalty on saving throws while cursed in this way.
can exceed 20 but can’t exceed 24. Only a god or the magic of The Fates card can end this curse.
Comet. If you single-handedly defeat the next hostile Rogue. A nonplayer character of the DM’s choice
monster or group of monsters you encounter, you gain becomes hostile toward you. The identity of your new enemy
experience points enough to gain one level. Otherwise, this isn’t known until the NPC or someone else reveals it. Nothing
card has no effect. less than a wish spell or divine intervention can end the
The Fates. Reality’s fabric unravels and spins anew, NPC’s hostility toward you.
allowing you to avoid or erase one event as if it never Balance. Your mind suffers a wrenching alteration,
happened. You can use the card’s magic as soon as you draw causing your alignment to change. Lawful becomes chaotic,
the card or at any other time before you die. good becomes evil, and vice versa. If you are true neutral or
Throne. You gain proficiency in the Persuasion skill, and unaligned, this card has no effect on you.
you double your proficiency bonus on checks made with that Fool. You lose 10,000 XP, discard this card, and draw
skill. In addition, you gain rightful ownership of a small keep from the deck again, counting both draws as one of your
somewhere in the world. However, the keep is currently in the declared draws. If losing that much XP would cause you to
hands of monsters, which you must clear out before you can lose a level, you instead lose an amount that leaves you with
claim the keep as yours. just enough XP to keep your level.
Key. A rare or rarer magic weapon with which you Jester. You gain 10,000 XP, or you can draw two
are proficient appears in your hands. The DM chooses the additional cards beyond your declared draws.
weapon.
49
This looks like a lot, but is actually fairly simple to calculate. Balance. Alignment swaps aren’t necessarily going to
Because each card is an individual, random effect, that makes be impactful in moment-to-moment play, but they definitely
life easier for us. Here’s how this book calculates each card: aren’t fun and can have some repercussions. This is given a
punishing malus modifier.
Vizier. This is just a really, really, powerful benefit. Fool. You lose 10,000 experience, so it’ll be calculated as
Unbelievable bonus. ExpMalus_Per x 10000
Sun. This is just straight up 50,000 exp, so it’ll be Jester. You gain 10,000 experience OR you can draw two
calculated accordingly as ExpBonus x 50,000. additional cards. While most people will take the experience
Moon. averaging 1d3 wishes is 2, so AlterReality x 2 from a meta perspective, the fact remains that this is a choice.
Star. You gain +2 to any ability score up to a maximum So this will be the sum of 10,000 experience plus two high,
of 24. So just multiply the +2 modifier by the cap of 24 bad randomness modifiers divided by 2.
multiplier.
Comet. You gain 50,000 exp if you defeat the next While there are a lot of maluses in this item, because there
encounter by yourself. That’s really good, but it has an are cards which have only negative effects and because the
oppressive malus, so that’s what’s used here! Because the positive value of other cards are so high, we only need to
the oppressive malus’ penalty caps when the base value use the max value for each, so no confusing, compounding
it is modifying is greater than 166,000, it’s not going to multiplication. You basically just need to then add everything
be a multiplier, but instead have its maximum penalty be together.
subtracted from this value. We also don’t need to worry about mutual exclusivity.
The Fates. Redoing anything you choose seems like an Technically speaking, you can draw every card from the deck,
alter reality effect to me. so you can benefit from every card in the deck. Whether
Throne. Permanent skill expertise plus a small keep you do so or not is up to you, but for the purposes of this
filled with some monsters. Under the “building a stronghold” homebrew, that’s good enough to mean we can just go about
rules in the DMG, a small keep is worth 50,000 gp. The this with simple addition.
monsters shouldn’t be much of an issue, so it is considered a Finally, we add another high, bad randomness on top of
mild malus. everything because cards are randomly drawn. This gives us
Key. That’s just a solid bonus, so it’s put down as the following, weighty forumla:
BonusMajor, since quite a few rare+ items can have values
even beyond that amount. Not necessarily perfect, but Vizier. (BonusUnbelieveable)
servicable. Sun. (ExpBonus x 50,000)
Knight. Provided the knight can survive, this is an Moon. (AlterReality x 2)
incredible benefit to a party, hence it uses the variable Star. (ABSplus2_Perm x ABSCap24)
BonusIncredible. Comet. (ExpBonus x 50,000 + MalusOppressive_Max)
Gem. It’s just worth 50,000 gp. So thats it’s value. The Fates. (AlterReality)
Talons. This is a really nasty one, so we’re going with an Throne. (SkillExp_Perm + (50,000 + MalusMild_Max))
extreme malus. Key. (BonusMajor)
The Void. Not only does this card effectively kill off a Knight. (BonusIncredible)
player character (in terms of play if not in actuality), it makes Gem. (50,000)
it pretty hard to get them back. So this is both an extreme and Talons. (MalusEX_Max)
a deadly malus in one. The Void. (MalusDeadly_Max + MalusEX_Max)
Flames. A devil having it out for you isn’t the best Flames. (MalusPunishing_Max)
situation, but it isn’t the worst. Its detriment is dependent on Skull. (MalusSevere_Max)
the DM, but overall a punishing malus felt appropriate. Idiot. (MalusEX_Max + RandomnessBad_High_Max)
Skull. An Avatar of Death does not have an explicit CR, Donjon. (MalusDeadly_Max + MalusEX_Max)
since its health is relative to the player who drew the card. Ruin. (MalusOppressive_Max)
Because of this, we can’t simply have it be based on creature Euryale. (MalusOppressive_Max)
summoning rules, and since it doesn’t provide experience, Rogue. (MalusPunishing_Max)
it’s just a net negative for the player. However, plenty of Balance. (MalusPunishing_Max)
classes can survive against this creature with enough luck Fool. (ExpMalus_Per x 10,000)
and a hearty focus on damage over debuffing / defense. It’s Jester. ((ExpBonus x 10,000 + RandomnessBad_High_
considered a severe malus for the purposes of this book. Max + RandomnessBad_High_Max)/2)
Idiot. Permanent Intelligence loss plus the potential General Randomness. RandomnessBad_High_Max
for more random shenanigans translates fairly well into an
extreme malus and a high, bad randomness modifier.
Donjon. For all intents and purposes, this is the same
as the Void card, so it uses the same formula to determine its
worth.
Ruin. This isn’t lethal to a character, but it’s about one of
the worst things that can happen to you. Hence, it is given an
oppressive malus modifier.
Euryale. -2 on saving throws is extremely painful, so this
is given an oppressive malus.
Rogue. This has the potential to break campaigns, but is
mitigated by the fact that it only affects a single player. Being
said, it’s still very nasty, so it’s given the punishing malus mod.
50
And now, we’ll convert those variables into actual numbers: Full Deck:
Vizier. 50,000 Vizier. 50,000
Sun. (10 x 50,000) Sun. 500,000
500,000 Moon. 200,000
Moon. (100,000 x 2) Star. 27,600
200,000 Comet. 450,000
Star. (24,000 x 1.15) The Fates. 100,000
27,600 Throne. 59,500
Comet. (10 x 50,000 + -50,000) Key. 10,000
500,000 - 50,000 Knight. 20,000
450,000 Gem. 50,000
The Fates. 100,000 Talons. -20,000
Throne. (12,000 + (50,000 + -2,500)) The Void. 120,000
12,000 + 47,500 Flames. -10,000
59,500 Skull. -5,000
Key. 10,000 Idiot. -70,000
Knight. 20,000 Donjon. -120,000
Gem. 50,000 Ruin. -50,000
Talons. -20,000 Euryale. -50,000
The Void. (-100,000 + -20,000) Rogue. -10,000
-120,000 Balance. -10,000
Flames. -10,000 Fool. -100,000
Skull. -5,000 Jester. 0
Idiot. (-20,000 + -50,000) General Randomness. -50,000
-70,000
Donjon. (-100,000 + -20,000) Total Value: 852,100
-120,000
Ruin. -50,000
Euryale. -50,000
Rogue. -10,000
Balance. -10,000
Fool. (-10 x 10000)
-100,000
Jester. ((10 x 10000 + -50,000 + -50,000)/2)
(100,000 - 100,000)/2
0/2
0
General Randomness. -50,000
Finally, there are two versions of the Deck of Many Things:
a full deck and a partial one. To make these, we simply add
together the values of the cards that are in each deck:
Partial Deck:
Sun. 500,000
Moon. 200,000
Star. 27,600
Throne. 59,500
Key. 10,000
Knight. 20,000
The Void. 120,000
Flames. -10,000
Skull. -5,000
Ruin. -50,000
Euryale. -50,000
Rogue. -10,000
Jester. 0
General Randomness. -50,000
Total Value: 522,100
51
Advanced: Bag of Beans d100 Effect
01
Bag of Beans 5d4 toadstools sprout. If a creature eats a toadstool, roll
02-10 any die. On an odd roll, the eater must succeed on a DC
Wondrous item, rare 11-20 15 Constitution saving throw or take 5d6 poison damage
21-30 and become poisoned for 1 hour. On an even roll, the eater
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs gains 5d6 temporary hit points for 1 hour.
½ pound plus ¼ pound for each bean it contains. 31-40
If you dump the bag’s contents out on the ground, they 41-50 A geyser erupts and spouts water, beer, berry juice, tea,
explode in a 10-foot radius, extending from the beans. Each 51-60 vinegar, wine, or oil (DM’s choice) 30 feet into the air for
creature in the area, including you, must make a DC 15 1d12 rounds.
Dexterity saving throw, taking 5d4 fire damage on a failed 61-70
save, or half as much damage on a successful one. The fire 71-80 A treant sprouts. There’s a 50 percent chance that the
ignites flammable objects in the area that aren’t being worn or treant is chaotic evil and attacks.
carried. 81-90
If you remove a bean from the bag, plant it in dirt or sand, An animate, immobile stone statue in your likeness rises.
and then water it, the bean produces an effect 1 minute later 91-99 It makes verbal threats against you. If you leave it and
from the ground where it was planted. The DM can choose others come near, it describes you as the most heinous of
an effect from the following table, determine it randomly, or 00 villains and directs the newcomers to find and attack you.
create an effect. If you are on the same plane of existence as the statue, it
knows where you are. The statue becomes inanimate after
This is where things get interesting. We have several, 24 hours.
somewhat more complicated benefits, all of which are
mutually exclusive with one another. A campfire with blue flames springs forth and burns for 24
First thing’s first, let’s build the framework of this item. hours (or until it is extinguished).
Because the item has a random number of uses, for our
purposes we can determine the worth of a single bean, then 1d6 + 6 shriekers sprout.
multiply that value to determine the worth of any bag.
The first use of a bean is simple: each bean deals fire 1d4 + 8 bright pink toads crawl forth. Whenever a toad is
damage when dumped on the ground. 5d4 averages to 13 touched, it transforms into a Large or smaller monster of
damage. We multiply that variable by 2, since it deals damage the DM’s choice. The monster remains for 1 minute, then
in an area instead of against a single target. disappears in a puff of bright pink smoke.
Dmg_13 x2 A hungry bulette burrows up and attacks.
And now for the framework proper. Because these random A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act
effects are randomly selected, our framework will add each as randomly determined magic potions, while one acts as
effect together, divide it by the number of effects, and multiply an ingested poison of the DM’s choice. The tree vanishes
it by an appropriate randomess modifier. For the bag of beans, after 1 hour. Picked fruit remains, retaining any magic for
because there is so much randomness in what you get, and 30 days.
only some of the results are good, we will be using a high, bad
randomness multiplier. If it turns out the sum of the effects, A nest of 1d4 + 3 eggs springs up. Any creature that eats
after dividing, is high enough, we’ll replace the multiplier by an egg must make a DC 20 Constitution saving throw. On
adding the modifier instead. a successful save, a creature permanently increases its
We don’t need to care about the likelihood of any lowest ability score by 1, randomly choosing among equally
individual result, since we have the randomness multiplier low scores. On a failed save, the creature takes 10d6 force
factor that in for us. So there are 12 total effects. Our formula damage from an internal magical explosion.
is going to look basically like this:
A pyramid with a 60-foot-square base bursts upward.
(Dmg_13 x2) + (((E1) + (E2) + (E3)+ (E4)+ (E5)+ (E6)+ (E7)+ (E8)+ Inside is a sarcophagus containing a mummy lord. The
(E9)+ (E10)+ (E11)+ (E12))/12) x (1 + RandomnessBad_High_ pyramid is treated as the mummy lord’s lair, and its
Mult) sarcophagus contains treasure of the DM’s choice.
Now all we need to do is determine the worth of each of the A giant beanstalk sprouts, growing to a height of the DM’s
effects (E1 through E12). choice. The top leads where the DM chooses, such as to
a great view, a cloud giant’s castle, or a different plane of
01. A random number of toadstools are created, each existence.
having a 50:50 chance of poisoning you or granting you bonus
hit points. We’ll do Dmg_18 for the damage (average of 5d6) 02-10. While one could argue this has some niche,
plus CausePoisoned_Instant plus TempHP18, then divide extremely beneficial uses, such as spawning a geyser of
the sum of those three by 2 with two further multipliers: water in a desert, the likelihood of this A) taking place at all,
The average of 5d4 toadstools is, again, 13, so we’ll multiply B) being the thing you wanted (especially if DM randomly
everything by that. While you can argue this is deserving of decides it), and C) lasting long enough to significantly benefit
a malus, I decided to have the negative effect be a positive, from it are so infinitesimally small that it’s mainly just a
but whether it is good for you or not is up to random chance. ribbon effect, so it’s considered just a trivial bonus.
Hence, I added a high, bad randomness multiplier to dampen 11-20. Treants are CR 9. Either you get a neutral/friendly
one or an enemy one. In either respect, you technically have
something to gain, but from different aspects, with either
no or some slight headache (assuming the creature would
not pose a dire threat to you). So we’re going to use a bad,
medium randomness multiplier for this.
52
21-30. This is where things become complicated for a lot 00. This is incredibly hard to categorize, but a good DM
of items. This is a purely negative effect, which means instead should use this opportunity to grant the players an adventure
of looking at the effect’s value to determine whether or not to that could very well do a lot of good for them, at least as far
use a multiplyer or modifier, we need to look at all the other as stories and adventure are concerned. So for the sake of
effects. So this will either be multiplied onto the sum of the everything, we’re going to use the incredible bonus modifier
effects as (1+ Malus_Mild_Mult) or added on as Malus_Mild_ here.
Max, depending on the total value of the item’s effects.
31-40. Like the geyser, this is a nice ribbon effect with With that out of the way, let’s break down the values:
little practical benefit under ordinary circumstances, so it will
be considered a trivial bonus. Explosive Bean Effect. (Dmg_13 x2)
41-50. Thats an average of 10 CR 0 creatures. This 01. ((13 x (Dmg_18 + CausePoisoned_Instant +
either does nothing or provides you with a small amount of TempHP18)/2 x (1 + RandomnessBad_High_Mult))
experience / a light, but miraculously-timed distraction. Thus, 02-10. (BonusTrivial)
we’re just going to calculate it as a summon. 11-20. (CR_9 x (1 + RandomnessBad_Med_Mult))
51-60. This is also tricky. We don’t know the CR these 21-30. (1+ Malus_Mild_Mult) OR (MalusMild_Max)
creatures would turn into. However, if you find a way to 31-40. (BonusTrivial)
weaponize the toads, this is incredibly useful. The fact that 41-50. (10 x CR_0)
there is a high amount of randomness and a high propensity 51-60. (11 x BonusMinor x (1 + RandomnessBad_High_
for party wipes if the DM or their dice is in a sadistic mood Mult + MalusEX_Mult))
also dampens things. Because of the difficulty of weaponizing 61-70. (CR_5 x (1 + MalusEX_Mult))
something that could basically blow up in your face if you 71-80. (BonusInsignificant + 6 x BonusMinor x (1 +
touch it (whatever the DM feels is “touching”, since it is not RandomnessBad_High_Mult + MalusMinor_Mult))
specifically defined here to what degree touching the toads is 81-90. (6 x ABSplus1_Perm x (1 + MalusPunishing_Mult
sufficiently “touching” to set off the transformation), this will + MalusEX_Mult + RandomnessBad_High_Mult))
simply be a minor bonus, multiplied by 11 and then multiplied 91-99. (CR_15 x (1 + MalusEX_Mult) + BonusMajor x (1
against the sum of 1 plus the high, bad randomness and + RandomnessGood_High_Mult))
extreme malus multipliers. 00. (BonusIncredible)
61-70. This one should be pretty self-explanatory. It is Randomness. [Sum of all random effects] / 12 x (1 +
unable to not be hostile to you, but you still get experience RandomnessBad_High_Mult)
for killing it. So we’re going to use the CR_5 value and the
extreme malus multiplier.
71-80. The benefits of the fruit are pretty much
insignificant in the grand scheme of this effect, so we’ll use
that bonus. The magical ones are the more important ones.
The average of 1d8 is 5, plus the additional fruit that is a
poison makes 6 items. These are all potentially able to be
fairly useful, so we’ll use a minor bonus to approximate them.
You can’t tell what is what, though, so we need to add some
maluses. Most poisons aren’t too awful, so we’ll use a minor
malus multiplier here. There’s a LOT of potions, so we’ll also
use a high, bad randomness multiplier here.
81-90. First, that is an average of 6 eggs. Secondly, it
permanently increases an ability score by 1, but only one
of your lowest. In order to do this, you need to beat a pretty
nasty Constitution saving throw, which if you fail, is extremely
painful. So we’re going to use the Punishing Malus multiplier
for the fact that the ability score increase is to your lowest
one, the high, bad randomness multiplier for the fact that
this benefit needs a high saving throw, and an extreme malus
multiplier for the damage you suffer on a failure.
91-99. Another unique one. The CR of a mummy lord
is 15, and since we’ve used the extreme malus multiplier for
other hostile creatures, we’re going to use it here too. No way
the mummy is going to be happy about any of this. The fact
that their sarcophagus also has loot is excellent. We’ll use
the BonusMajor modifier here, and multiply it with a high,
good randomness multiplier; the loot a mummy lord would
give is immense and could very easily go over the raw value
abstracted here. It’s also loot you would not have had access
to, so it shouldn’t be considered detrimental.
53
Since we now we have the formulas, let’s change those Now we need to determine the total value of these random
variables to actual numbers. Remember: When doing effects, so we can see what we need to do with 21-30.
multiplication and/or division, you perform either as they The sum is 76,820.625. Multiplying this by 0.9, we get
come up from left to right in a formula. This will be shown 69,138.5625. The difference between these two values is
below, when simplifying values down. 7,682.0625 which is WAY over the maximum, so we will
instead simply be adding MalusMild_Max, or -2,500, to the
Explosive Bean Effect. (84 x2) other effects before dividing by the number of options.
168 And finally, we can calculate the value of this magic item:
01. ((13 x (150 + 100 + 225) / 2 x (1 + -0.25))
(13 x (475 / 2 x 0.75) Bag of Beans (1 Bean):
(13 x (237.5 x 0.75)
13 x 178.125 Explosive Bean Effect. 168
2315.625 01. 2315.625
02-10. 50 02-10. 50
11-20. (5,000 x (1 + -0.15)) 11-20. 4,250
5,000 x 0.85 21-30. -2,500
4,250 31-40. 50
21-30. [Sum of all random effects] x (1+ -0.1) OR (-2,500) 41-50. 100
[Sum of all random effects] x 0.9 OR (-2,500) 51-60. 2,750
31-40. 50 61-70. 1,350
41-50. (10 x 10) 71-80. 2,105
100 81-90. 21,600
51-60. (11 x 500 x (1 + -0.25 + -0.25)) 91-99. 22,250
11 x 500 x 0.5 00. 20,000
5,500 x 0.5 Randomness. [Sum of all random effects] / 12 x 0.75
2,750 Random Effects Sum: 74,320.625
61-70. (1,800 x (1 + -0.25))
1,800 x 0.75 Single Bean:
1,350
71-80. (5 + 6 x 500 x (1 + -0.25 + -0.05)) 168 + 74,320.625 / 12 x 0.75
5 + 6 x 500 x 0.7 168 + 6,193.385417 x 0.75
5 + 3,000 x 0.7 168 + 4,645.039063
5 + 2,100 4,813.039063
2,105 4,813
81-90. (6 x 12,000 x (1 + -0.2 + -0.25 + -0.25)
6 x 12,000 x 0.3 Average Bag of Beans (8 Beans):
72,000 x 0.3
21,600 4,813.039063 x 8
91-99. (13,000 x (1 + -0.25) + 10,000 x (1 + 0.25)) 38,504.3125
13,000 x 0.75 + 10,000 x 1.25 38,504
9,750 + 12,500
22,250
00. 20,000
Randomness. [Sum of all random effects] / 12 x (1 +
-0.25)
[Sum of all random effects] / 12 x 0.75
54