Why average wealth by level is a good thing.

In D&D 3.0 they introduced the average wealth by level tables, meant for assigning value to the possessions and assets of PC's and NPC's above 1st character level.

They continued in 3.5, and probably in 4e but I'm not a big 4e person so I don't know.

This was in some ways one of the best design innovations of the edition. I base this on my AD&D playing experience.

The AD&D game was quietly designed to assume that higher level characters would have access to magic items and weapons. So many monsters being completely immune to nonmagical weapons without a specified number of "plusses" being the big one. Remember, normal elementals required a +4 weapon. No amount of damage with a lesser weapon could hurt it. Also don't forget that the AD&D version of Magic Weapon was not a combat buff: it took so long to cast and had such a short duration it was really just for magic item creation.

In my experience, in AD&D, many DM's were so afraid of campaigns becoming "Monty Haul" that they handed out magic items extremely sparingly. In one case, a year-long Planescape/Forgotten Realms crossover campaign (two high magic settings) meeting weekly, lead to my Half-Elf Mage 13/Cleric 12 ending the campaign with only a Pearl of Power, a few Quall's Feather Tokens, a handful of potions and some low-level scrolls, and that's it. In another long-running game of AD&D under a different DM, my Half-Elf Cleric 11 (in a game where most PC's were around 17th level but my PC had long since hit the level limit for their race/class combo) ended up the campaign with no magic weapons or armor, and just a handful of potions, a couple of scrolls, and a plot-device xylophone that could cast Plane Shift depending on the notes played.

Magic-to-hit monsters like elementals and powerful undead were treated as nigh-invincible to fighters, you'd have to let the clerics and wizards deal with them, unless you just happened to have a magic weapon. . .then hope you have enough plusses on that weapon to count.

If a character was created to join these campaigns, even if they were coming in at 1 level below the party average, would have only starting gear. Playing a 14th or 15th level Fighter with only starting gear in any edition is quite a challenge. I always heard of AC 10 jokingly referred to as "Armor Class Mage" since wizards couldn't wear armor and magic AC boosting items were incredibly rare.

From playing through some of the "Gold Box" computer games like Pool of Radiance, by the time a character reaches 6th level a Fighter or Cleric could quite believably have a +1 suit of Plate Mail, a +2 weapon, a +1 shield, and maybe a displacer cloak or +1 ring of protection. A wizard by 6th level may have some Bracers of Defense AC 4, a +1 ring of protection, and a +1 dagger and probably a wand of magic missiles or lightning bolt. Definitely not overpowering, but definitely more powerful than any tabletop character I ever saw of that level.

Besides overreaction to avoid Monty Haul, the justification I always heard for this is that under the AD&D rules you didn't spent XP to create items, you lost permanent Constitution to do so. How many 11th+ level wizards (the point where they could be high enough level to make permanent magic items like swords and armor) are there in a setting, then how many of them would want to start losing CON points permanently to make a +1 sword or +1 shield they won't even use. Strange magic weapons like a +1 Khopesh would have the implied question of "who the heck even made this thing?"

The 3.0 and later rules at least set a guideline for how much equipment a character should have as they level up, and a yardstick for DM's to see if their game was Monty Haul, or more skid row.
 

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I always liked rules like this. It was a great guideline for DMs that want it. But it was very easy to ignore for DMs that didn't.
 

They continued in 3.5, and probably in 4e but I'm not a big 4e person so I don't know.

4E takes it a step further by putting a level on every item and offering explicit guidelines as to when the PCs are supposed to get access to what stuff. (I prefer this to wealth by level, since WBL involves a massive amount of bookkeeping for the DM.)
 

In many ways, I preferred the direction given in 1e. There each creature was given a 'treasure type' that indicated how likely a given representative would have cash, items, and magic. If it was followed then the party would generally get a moderately good amount of magic reasonably quickly.

Where the WbL guideline has stronger advantage is for the adventure designer so as to gauge how difficult a particular scenario is and whether or not to expect an arbitrary party to have the resources to deal with the mix of situations being considered.

What I don't like about WbL guidelines is the reaction I've seen from some DMs that try to maintain their groups at that level regardless of the party's strategy and recent levels of success. Rewards rise when the party is doing poorly or spending recklessly and fall when the party has recently done well or is behaving frugally.

As for intoducing a new character into an existing campaign, every DM I interacted with had a method of introducing that character with gear considered appropriate: DM picks, tables, or purchase systems. In my case, a player had so many points to spend between xp and cash where cash could not exceed 50% of the points and no one item could exceed 25% of the points. Point totals were determined at a percentage of the average party member's point total.
 

I also like WBL guidelines. I started DM'ing in 1989 when 2nd Edition came out. I recall hearing lots and lots of warnings about the evils of the Monty Haul campaign, but receiving very little guidance about how much magic was too much.

Having that guidance in the 3.0 DMG was a welcome improvement for me.

That said, If it were up to me, D&D would drop all +X items. Among other benefits, doing this would make WBL less important.
 

That said, If it were up to me, D&D would drop all +X items. Among other benefits, doing this would make WBL less important.

Agreed. +X items are a blight on D&D--okay, I'm exaggerating somewhat, but not all that much. They combine total lack of flavor with unnecessary complication of the mechanics.

I would prefer to see wealth have much less impact on character power. It is not the sword, but the hand that wields it. :)
 


First, a quibble: Elementals were +2 or better weapons to hit, not +4.

About WbL guidelines- they certainly help to ensure a balanced game, and everything you post about them is true.

That said, I hate them. They lead to a profound sense of player entitlement that I just cannot stand.
 

That said, I hate them. They lead to a profound sense of player entitlement that I just cannot stand.

This something I've never ran into. I've never had a player feel like they should be getting more then they are. I'm not sure how else this would show itself. Do players keep track of their item values and compare it to the chart to make sure they are were they need to be?
 

First, a quibble: Elementals were +2 or better weapons to hit, not +4.

About WbL guidelines- they certainly help to ensure a balanced game, and everything you post about them is true.

That said, I hate them. They lead to a profound sense of player entitlement that I just cannot stand.

I'm not sure if the WbL guidelines lead to that sense of player entitlement or simply gave it a stronger voice. I know that players have often, over the years, complained about the level of treasure in a given campaign.

Then again, I often used modules, so, my campaigns tended to be on the higher end of the magic scale. As such, I didn't see a whole lot of complaints.

Honestly, I think that the WbL thing possibly exacerbated an existing problem, rather than created it.

I don't think I'd want to go back to not having it, at least not for a game as reliant on gear as D&D is. There are other games where it's not such a major deal, but, so much of character power comes out of the equipment he's carrying in D&D (in any edition really) that trying to keep it on an even keel without any sort of guidelines meant that my campaigns generally imploded around 9th level (in 2e D&D anyway) under the weight of the magic items they were carrying around.
 

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