jgsugden
Legend
Over the life of the PCs (20 levels of adventuring), per PC in the party, I will place:
* 3 attuned items
* 3 unattuned items
* 6 consumable items (potions, scrolls, etc...)
These items are 50% likely to be randomly determined on the tables, and 50% likely to be designed by me to fit the needs of the party. Even when I randomly roll a magic item, I always add a quirk to it to make it distinct (a Rapier +1 might be able to create a spell effect once per LR, might deal the +1 damage as radiant damage, might allow the wielder to extend their reach by 5' for 1 minute 1/day, etc... while a wand of magic missiles might also grant the light cantrip (only castable on the wand), might collapse to the size of a coin, might vibrate on command, might be usable on a bonus action 1/day, etc...)
I will also place roughly:
* 750 gold per PC of treasure between levels 1 and 5,
* 7500 (more) gold between levels 6 and 10,
* 75,000 (more) between levels 11 and 16, and
* 75,000 (more) between levels 17 and 20.
750 is enough to buy about 2 uncommon items, 7500 is about enough to buy 2 rare items, 75,000 is enough to buy about 2 very rare items, and the additional 75,000 should be enough to get them 1 legendary item (maybe). PCs rarely buy this amount of stuff because I often provide other things for them to spend money on (such as land, bribes, taxes, ransom, etc...) Consumables are the only items that do not follow the price suggestions in the DMG. Buying spell scrolls (and consumables in general - I try to equate them to a spell level) is always subject to negotiation, but my general price guide is:
Cantrip: 5 GP
Level 1: 25 GP
Level 2: 50 GP
Level 3: 125 GP
Level 4: 250 GP
Level 5: 750 GP
Level 6: 2500 GP
Level 7: 5000 GP
Level 8: 12,500 GP
Level 9: 25,000 GP
* 3 attuned items
* 3 unattuned items
* 6 consumable items (potions, scrolls, etc...)
These items are 50% likely to be randomly determined on the tables, and 50% likely to be designed by me to fit the needs of the party. Even when I randomly roll a magic item, I always add a quirk to it to make it distinct (a Rapier +1 might be able to create a spell effect once per LR, might deal the +1 damage as radiant damage, might allow the wielder to extend their reach by 5' for 1 minute 1/day, etc... while a wand of magic missiles might also grant the light cantrip (only castable on the wand), might collapse to the size of a coin, might vibrate on command, might be usable on a bonus action 1/day, etc...)
I will also place roughly:
* 750 gold per PC of treasure between levels 1 and 5,
* 7500 (more) gold between levels 6 and 10,
* 75,000 (more) between levels 11 and 16, and
* 75,000 (more) between levels 17 and 20.
750 is enough to buy about 2 uncommon items, 7500 is about enough to buy 2 rare items, 75,000 is enough to buy about 2 very rare items, and the additional 75,000 should be enough to get them 1 legendary item (maybe). PCs rarely buy this amount of stuff because I often provide other things for them to spend money on (such as land, bribes, taxes, ransom, etc...) Consumables are the only items that do not follow the price suggestions in the DMG. Buying spell scrolls (and consumables in general - I try to equate them to a spell level) is always subject to negotiation, but my general price guide is:
Cantrip: 5 GP
Level 1: 25 GP
Level 2: 50 GP
Level 3: 125 GP
Level 4: 250 GP
Level 5: 750 GP
Level 6: 2500 GP
Level 7: 5000 GP
Level 8: 12,500 GP
Level 9: 25,000 GP