Creating Characters Above 1st Level

I use 50%, and even more in special cases. For example, they can buy a +3 weapon (even though it's more than 50%), but it can only have an enhancement bonus of +2 (the rest coming from other sources).
 

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I use the ELH variant. Only one item can be over 25% and only three items can be over 10%.

I haven't seen how it works so far (although 3 new players are about to jump into my campaign.)
 

Thought of a weird way to do it.

What if you didn't tell the players for a new game what level you were starting at.

Then you had them generate a 1st level character and just started to advance them and then stopped when you got to the level you wanted to run. Each level they get money equal to the difference in last level and the new level. If they had a +1 sword they sell it at 1/2 book price and buy a new one etc. Item builders would still make items/scrolls and burn experience. They could even make them for other characters. perhaps instead of just advancing hand out experience so caster's could create items, give a little more than what is needed for a level.

This is just a half formed idea but I think it coulkd be made to work.

I know creating a 15th level character almost always ends up different then if you had played the character up through those levels.
 

I used to set a cap of 50%, but as the campaign has gone on (9-10th level now), that has seemed increasingly inadequate -- even with DM review of items.

I am just now trying a new scheme: the player gets to spend 25% of the DMG value on (more or less) whatever they want, and the DM spends the other 75% as they see fit. That way, the character can get a key item or two, but most of the stuff is in line with what the DM feels would be appropriate.

If several players were replacing characters at once, I would be sorely tempted to run some sort of auction: generate enough items for 1.5x the number of characters, then players either bid on items or take turns picking items until they have spent all their $$.
 

Shallown said:


Then you had them generate a 1st level character and just started to advance them and then stopped when you got to the level you wanted to run. Each level they get money equal to the difference in last level and the new level. If they had a +1 sword they sell it at 1/2 book price and buy a new one etc. Item builders would still make items/scrolls and burn experience. They could even make them for other characters. perhaps instead of just advancing hand out experience so caster's could create items, give a little more than what is needed for a level.

One thing to keep in mind with that system is that players will probably end up with less equipment (if they sell anything off they half it's value, which I don't think is taken into account).

I do a similar thing, where each item has to come from one level. You figure out how much money they get each level, and that gives the limit on items. So a fifth level character could have at best a 3,600 gp item, a 2,700 gp item, a 1,800 gp item, and a 900 gp item.

I think the DMG NPC tables are built with a similar system, but giving you an extra level. So a fifth level would be able to get a 4,000 gp item in addition to the above.
 

Shallown said:
Then you had them generate a 1st level character and just started to advance them and then stopped when you got to the level you wanted to run. Each level they get money equal to the difference in last level and the new level. If they had a +1 sword they sell it at 1/2 book price and buy a new one etc. Item builders would still make items/scrolls and burn experience. They could even make them for other characters. perhaps instead of just advancing hand out experience so caster's could create items, give a little more than what is needed for a level.

Interesting idea. However, consider: the wealth levels are not NEW stuff, it's TOTAL stuff. Also, instead of SELLING that +1 sword ... upgrade it!. Yes, that's in the rules. Have a +1 sword, but want a +2 sword? The difference between a +1 sword and a +2 sword is 6,000gp ... so thatis all youhave to pay (well, and during a game, you have to not HAVE th sword for the six days the wizard is working on it, and possibly a few days before and after, if said wizard is unsure exactly when s/he can BEGIN the work ...).


This is just a half formed idea but I think it coulkd be made to work.

I know creating a 15th level character almost always ends up different then if you had played the character up through those levels. [/B][/QUOTE]

Only because the GM decides most of what you come across, you don't get to choose it. One alternative would be, for the GM to figure out "magic item loot" equal to one-half the party's total treasure, and let the players divvy it up; they can then spend their remaining wealth allowed as they please (representing coin and favors earned during play). Only catch being, everythign MUST be taken, by someone (an honest GM will make sure everything is of at least SOME interest to at least ONE of the PC's).
 

Our DM basically used 50% as the cap for any one item in our new campaign (started at 7th level).

He also said no to items that invoke haste, as he wanted us to seek out/purchase/find those in game instead of all starting with the same pair of boots :-)

-Skaros
 

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