I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Thursday, March 26, 2026

Minimalist treasure 3: superfast treasure generation

I really liked the last post. I think it opened my eyes to several circumstances that will be very useful in my games. For example, regarding the fact that each of copper/silver/gold/platinum is worth ten times  than the other, but especially that gems/jewelry are worth ten times more than gold on average, and that magic items are not far from ten times more valuable than gems. 

Even so, the result, although satisfactory, still ended up being quite complicated (and a bit abstract) for the game I want to call OSR Minimalist. I realized that by reducing the types of treasure to a 2d6 table similar to a reaction table, you could keep the roll simple while at the same time producing varied and concrete results for quickly describing treasure.


| Roll        | Result                          |
|-------------|---------------------------------|
| 2 or less   | Heavy objects, Copper, Silver   |
| 3–5         | Copper, Silver, Gold            |
| 6–8         | Silver, Gold, Platinum          |
| 9–11        | Gold, Platinum, Gems            |
| 12 or more  | Platinum, Gems, Magic Items     |


A lot, some, a few

This treasure is immediately easy to describe with "a lot, some, a few". So 6-8 means "a lot of silver coins, some gold, a few platinum pieces".

But how many, exactly?

| Roll        | Result         
| 2 or less   | d6×10,000 Copper, d6×1,000 Silver, Heavy objects
| 3–5         | d6×10,000 Copper, d6×1,000 Silver, d6×100 Gold
| 6–8         | d6×1000 Silver, d6×100 Gold, d6×10 Platinum
| 9–11        | d6×100 Gold, d6×10 Platinum, d6 Gems
| 12 or more  | d6×10 Platinum, d6 Gems, d6×0.1 Magic Items

So, each item in the list has the same value on average.

Also, each line is worth slightly above 1,000 gp on average.

So if you find a hoard worth 5,0000, just multiply every result by five.

Neat, right?

Now, following the intuition from the last post (that larger hoards should be more weight-efficient, the "nobody buys a Ferrari with dimes" point), let's assume the table is calibrated for a 1,000 gp hoard. Roll with −1 for hoards under 500 gp, +1 for over 5,000 gp, +2 for over 10,000 gp, and +3 for over 20,000 gp.

This is optional, of course. If you don't apply the modifier, a dragon might end up sitting on piles of copper, which is fine.

Alternatively, if you want more variety, you can roll on the table multiple times for a large hoard, treating each roll as a separate component.


Bjorn Pierre (unsplash)

A note on heavy objects and magic items

I added some heavy objects to the table because I like the idea of some hoards containing statues, pelts, rugs, clothes, etc., but you can easily ignore it.

Magic item, OTOH, are d6×0.1 per each thousand GP. If the hoard is smaller than that 10,000 gp, you can treat it as a small chance of having a magic item, a low value magic item, etc.

Even more variety?

I am tempted to add a secondary table of "special effects" that take effect if you roll the same number on both dice. But that is just for extra flavor. To keep the minimalist vibe, that 2d6 table is all I need.

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