WalterKovacs
First Post
Now, I guess the DMG guidelines for newly generated high-level characters is an attempt at exactly this.
But, assuming they're off by a significant margin (having over-simplified) we still need a better table.
Part of the problem is that the current system involves the party's wealth being increased by a fixed ammount each level, but no two PCs will be getting stuff at the same rate.
One will have an item of level + 4, two will have an item of level + 3, three will have an item level + 2, four will have an item of level + 1. [Actually, there would be one less of each, as I'm counting your current level towards what loot you'd be getting]. After that, the party's wealth is basically four items of the current level, and each level below that until you hit level 5. There would be three level 4, two level 3, one level 2. Then there is cash for two items at each level up to the current one ... however cash will be spent on various things, up to the current level, plus rituals and such.
Knowing a characters wealth involves assuming the party gave things out evenly. One "fair" way is that the character gets one item per level from level 5 to the current level, which they can sell for cash if they wish, plus they'd get 1 additional item above you level. Rolling a d6, you'd get level +1 on 1-3, level +2 on 4-5, level+3 on a 6 [based on the 6 items the party would own above their level assuming they've received all their parcels and haven't sold any of the higher level items].
In general, above level 5, each character should have one or two items above their level (one of which is probably only slightly above their level, as each time they level, it will go back to most having only 1 item above their level ... but this is assuming a mostly even spread of items in the party). When a party has just leveled, nearly every member in the party should have one item of that level and one item above that level, and the character that didn't get that item would be able to buy it (that level they will be getting cash equivalent to that level of item, although some of that cash may not be in the form of consumable items). Based on the numbers, there will be 4 items of level X, and 6 items above level X, so the party members should have 4 people with 1 item at X and one above it, and one person with 2 items above it. The person with 2 above level items will likely change each level, assuming a "fair" distribution (although party's may not care about relative item level as much as getting the best item for each party member.
A characters wealth would be 1.2 times an item from level 5 to one level below the current. So, giving the level + 1, level, level - 1 from the quick PC generation, the rest of the cash would be, for say a level 15 character:
(1000 + 1800 + 2600 + 3400 + 4200 + 5000 + 9000 + 13000 + 17000) * 0.24 [1.2 items, sold for cash at 20%] = 13680. Add .04(21000) [the .2 of the level 14 item, sold for cash at 20%] and you get 14520, which is still less than a level 13 item. Even adding in the value of lower level stuff (you'd get slightly less than .24 value of items level 1 through 4) you fall short of what is given to a new character. However, only some of that cash was necessarily spent on items, and you may not necessarily be selling every item you got as you leveled, etc. It seems (at least in this example) that the new character estimation isn't too far off the mark.