Xeriar
First Post
spyscribe said:Also, depending on the personalities involved, some of the kids might have a thing about not starting their adventuring careers with crazy good equipment.
The character in my main campaign has amazingly powerful parents (near 20th level) and an even more powerful mentor (mid 30's).
D&D is, unfortunately, not so mystical about most of its magical items and thus we get this thing about 'dressing the part' and all.
So, as I wrote it, Thantil (my character's mentor, and was also his mother's mentor) instilled the sense that - one must know how to weild power in order to be trusted with power.
Inremar's parents gave him a 100 gp gem to trade for familiar-summoning components, and helped him buy a darkwood (masterwork) staff.
That was it, the rest he would have to find on his own.
Likewise, I would go a route similar to the FRCS based on class - 3-400 gp (or so) of items - nothing more magical than a simple potion or scroll. Allow the characters to have most mundane items that they would want, along with a little extra spare change, but nothing that would put them over 1st level (or whatever level you plan to start them at) npc limits in terms of wealth.