A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Welcome! | |||||||||||||||||||||||||
2 | Feel free to make a copy of this sheet by clicking File > Make a Copy. | |||||||||||||||||||||||||
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4 | Using the sheet is pretty easy. | |||||||||||||||||||||||||
5 | Just go to the tab for the kind of store you want, select an Availability Type from the drop-down near the top. | |||||||||||||||||||||||||
6 | Prices will range from 75% to 150% of book list values; quantities are based on the Availability you selected. | |||||||||||||||||||||||||
7 | You can put a number in the Price Multiplier box to make items in the shop more or less expensive; for example, a 1 will leave prices normal, while 0.9 would apply a blanket 10% discount, or 1.1 would apply a 10% price increase. | |||||||||||||||||||||||||
8 | You may also give a shop a name, or name the NPC owner of the shop, for reference. This has no mechanical impact on the sheet. | |||||||||||||||||||||||||
9 | I'm currently working on a magic item shop tab, which is near the end of the list, just before the coin converter/discounts tab. It's a work in process. | |||||||||||||||||||||||||
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11 | Once you have set your shop up the way you like, click File > Download As > PDF document (.pdf) to save a static copy of your shop inventory. This is highly recommended, because the random number generator for the sheet will randomize the inventory every time you change a cell's value. As a PDF however, the numbers will remain until you download a new copy of the shop for a later visit. | |||||||||||||||||||||||||
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13 | Note: Some shops have additional options to consider, such as the Tavern shop, which has various qualities of meal/room for you to choose. Review each shop in full before downloading to guarantee your inventory is ready for your players to browse. | |||||||||||||||||||||||||
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15 | Known Issues: Email me at kuykend9@msu.edu if you notice anything wonky. Also feel free to use my Treasure Generator | |||||||||||||||||||||||||
16 | https://docs.google.com/spreadsheets/d/1kKmyTFXgXAX7nvpigfZJZZLXJm-4kYxF4gS1m36QhRw/ | |||||||||||||||||||||||||
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18 | The final sheet is a currency converter and buying/selling guide. Selling prices default to 60% of the items' values, and increase based on Charisma roll. Buying prices decrease based on Charisma roll. | |||||||||||||||||||||||||
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20 | Customizing the Sheet | |||||||||||||||||||||||||
21 | If you'd like to add your own custom items or adjust the sheet in some way, here's how to do it. | |||||||||||||||||||||||||
22 | First, locate the little arrows at the top of the columns. There should be a pair of arrows facing away from each other ( < | > ) between columns A and K; click those arrows to reveal the hidden columns. You can leave column L and the columns after M hidden; they just exist to reduce coins to the lowest denomination, and I'll explain later down what to do if you'd like to change that system. | |||||||||||||||||||||||||
23 | You should now see columns B through J. Row 4 contains labels to make identifying each column easier. - Base Cost: This value should be the regular price for the item in gold, ideally located in a sourcebook. You can set (or change) this value to adjust the cost of the item in the row. If the item is worth less than one gold piece, you will need to use decimals. For example, one electrum piece would be 0.5, one silver piece would be 0.1, and one copper piece would be 0.01. - Low Cost: DO NOT EDIT THIS CELL. It will automatically calculate as 75% of the base cost, and is the lowest possible price for the item. - High Cost: DO NOT EDIT THIS CELL. It will automatically calculate as 150% of the base cost, and is the highest possible price for the item. - Limited Availability: Enter a percent value for the likelihood of this item being available at a shop with very low inventory availability, such as a wandering merchant or a pawn shop. Suggested values for very common items would be 60%, and for very rare items would be 15%. Take a moment to look at other items on the table to determine the best availability. - Rural Availability: DO NOT EDIT THIS CELL. It will automatically calculate as 33% higher than the Limited Availability for the item, and is the likelihood for a rural shop, such as a trading post or small village store, to have the item in stock. - Urban Availability: DO NOT EDIT THIS CELL. It will automatically calculate as 66% higher than the Rural Availability for the item, and is the likelihood for an urban shop, such as a city store or guildhall, to have the item in stock. - Premium Availability: DO NOT EDIT THIS CELL. It will automatically calculate as 34% higher than the Urban Availability for the item, and is the likelihood for a premium shop, such as a specialty store or metropolis bazaar, to have the item in stock. - Random Roll: DO NOT EDIT THIS CELL. This cell randomly generates a percentage, and if the percentage is equal to or less than the availability for an item, the item will be in stock. - Maximum Quantity: Enter a value for the maximum number of the given item you wish a Premium store to have in stock. Lower availability stores will be scaled down appropriately. | |||||||||||||||||||||||||
24 | You may edit cells as desired if you find the existing sheet unrealistic, however all costs are drawn directly from the core rulebooks. | |||||||||||||||||||||||||
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26 | Adding New Items | |||||||||||||||||||||||||
27 | If you are looking to create a new shop or add items to an existing shop, you will want to first insert rows for the items you are going to be introducing. I suggest creating more rows than you expect you'll need, and then deleting rows you don't use; when deleting, remember to delete entire rows rather than just cells, as deleting cells can cause formulae to misalign. Right-Click on a row header (the numbers on the left side of the sheet) and select "Insert 1 above" or "Insert 1 below;" below usually works better for formatting reasons. You can also select multiple rows and insert as many as you've selected to speed things up. | |||||||||||||||||||||||||
28 | Now that you have new, blank rows, you should select an entire row that is already filled in, and copy it. Don't just select the cells, make sure you select the whole row by clicking the number of the row to the left. Once copied, select one of the blank rows and paste. You should now have all the formulae in place, and can simply edit the item name and other information as desired. | |||||||||||||||||||||||||
29 | If you ever accidentally delete a formula, just select one of the cells with the same formula and copy/paste it into the one you deleted. For example, if you deleted the formula in cell G83, but the formula in cell G82 was still there, you could simply copy/paste from G82 to G83 to correct it. | |||||||||||||||||||||||||
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31 | Changing Currencies | |||||||||||||||||||||||||
32 | If you're using this sheet for a game that doesn't use copper, silver, electrum, gold, and platinum, then things are going to get a bit tricky. This generator is designed to take a raw gold cost and convert it into D&D 5e coins, so you'll basically be working against the system. It's possible, but you're going to be making some significant changes. | |||||||||||||||||||||||||
33 | The first thing you'll need to do is unhide columns L and M through R, using the instructions above on customizing the sheet. - Column L: This is the true random cost for each item, randomly chosen between the Low Cost and the High Cost discussed earlier. This value is reduced into columns L through R to single digit coin totals. - Column N: The is the smallest number of platinum pieces needed to account for the cost in column L. - Column O: The is the smallest number of gold pieces, after platinum reduction, needed to account for the cost in column L. - Column P: The is the smallest number of electrum pieces, after platinum and gold reduction, needed to account for the cost in column L. - Column Q: The is the smallest number of silver pieces, after platinum, gold, and electrum reduction, needed to account for the cost in column L. - Column R: The is the smallest number of copper pieces, after all other coin reduction, needed to account for the cost in column L. All of these values are then reintegrated into a single denomination of the for ease of coin counting on the part of you and your players, with remainders dropped off after the second coin value included. For example, if an item is priced at 1 gold, 1 electrum, and 2 silver, then the sheet will include the gold and electrum values, but discard the silver. It will then reduce the gold and electrum coin values to a single currency, which in this case would be 3 electrum pieces. This end result is displayed in column M. | |||||||||||||||||||||||||
34 | If your game uses something other than the standard D&D 5e coin types, then you will need to remove some of these formulae from the sheet. Here are a few examples: - If your game uses a single currency type that can not be reduced, you can simply put the value of items in the Base Cost column, and then replace the fomula in column M with the following formula, where 'xx' is the name or abbreviation for the type of currency, such as gold, credits, etc.,: =ROUND(L19)&" xx" - If your game uses a single currency type that can be reduced (like real-world money; dollars can be reduced into cents), you will put the value of items in the Base Cost column, and then replace the fomula in column M with the following formula, where 'Y' is the number of decimal places to which the currency can be reduced, such as 2 (two decimal places) for American dollars, and 'xx' is the name or abbreviation for the type of currency: =ROUND(L19,Y)&" xx" - If your game uses multiple currency types but with different conversion rates (such as in Dragonlance), then this is where things get particularly challenging. You can leave the formula in column M alone for the most part, but you'll need to adjust the formulae in columns N through R considerably. As indicated above, columns N through R are the types of currenct in the game world, from most valuable to least valuable. You will need to adjust the formula in each column to reduce the input from column L into the correct value for each denomination. So, to use Dragonlance as an example, the largest denomination is platinum, one coin of which is worth five steel; one steel coin is worth two iron or bronze; one iron/bronze is worth ten silver; one silver is worth two gold; and one gold is worth two-and-a-half copper. This would mean that you would not only need to add another column to the sheet to accomodate the sixth currency type. | |||||||||||||||||||||||||
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