Lanefan
Victoria Rules
Interesting analysis, [MENTION=3424]FireLance[/MENTION]
The end result seems very low, particularly if magic items have a chance of being destroyed during the run of play (which if they don't, they should); and really skimpy on the permanent items at low-mid levels - which is, let's face it, probably where the majority of play will occur based on the evidence from all prior editions.
Also, for the per-character breakdowns you're assuming a 4-character party. Big assumption, as some of us would run old-school 8-12 character parties in all likelihood, and either have to tweak to suit or have dirt-poor characters (and, in my case, annoyed players).
But the biggest non-factored variable in any analysis like this is, in my experience, character death. If a PC has got to level 10 and has acquired the expected magic, then dies, the party are almost certainly going to loot the corpse for its goodies. So now you've got an extra "character's worth" of magic in the party...plus whatever the replacement character comes in with. (and saying the replacement comes in with nothing is a bit harsh, unless you're starting all replacements at 1st-level; and even then there's a problem as her levels will catch up to the party's faster than her treasure will).
The inevitable result is that on average the long-term survivors are going to become much wealthier than the rookies, and stay that way unless your game allows for the possibility of magic item destruction and meltdown...which at least makes it a bit more random as to who can retain their wealth over time.
Which all means, unfortunately, that while this is an interesting numerical exercise it's really not going to stand up in the run of play.
Lan-"he who dies with the most toys can best afford revival"-efan
The end result seems very low, particularly if magic items have a chance of being destroyed during the run of play (which if they don't, they should); and really skimpy on the permanent items at low-mid levels - which is, let's face it, probably where the majority of play will occur based on the evidence from all prior editions.
Also, for the per-character breakdowns you're assuming a 4-character party. Big assumption, as some of us would run old-school 8-12 character parties in all likelihood, and either have to tweak to suit or have dirt-poor characters (and, in my case, annoyed players).
But the biggest non-factored variable in any analysis like this is, in my experience, character death. If a PC has got to level 10 and has acquired the expected magic, then dies, the party are almost certainly going to loot the corpse for its goodies. So now you've got an extra "character's worth" of magic in the party...plus whatever the replacement character comes in with. (and saying the replacement comes in with nothing is a bit harsh, unless you're starting all replacements at 1st-level; and even then there's a problem as her levels will catch up to the party's faster than her treasure will).
The inevitable result is that on average the long-term survivors are going to become much wealthier than the rookies, and stay that way unless your game allows for the possibility of magic item destruction and meltdown...which at least makes it a bit more random as to who can retain their wealth over time.
Which all means, unfortunately, that while this is an interesting numerical exercise it's really not going to stand up in the run of play.
Lan-"he who dies with the most toys can best afford revival"-efan