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Equipment for ECL's

Saying I give out "random" treasure is somewhat misleading. Generally I give out items that I am certain won't unbalance the campaign, but may not immediately be something that seems destined for one party member or the other. So say for instance before giving out a cloak of resistance +1, which anybody will want, and can use, I'll toss in a Hand of the Mage which isn't as obviously useful, but has the same value.

Essentially I try and reward characters who are creative about finding uses for magic items by giving them more powerful items sooner. Then somewhat later I'll give out the items of that same value that are obviously useful. But with introducing new characters they were starting with perfectly appropriate items right out of the gate rather than having to be creative like everyone else.

But no, I don't think I've ever given out treasure strictly based on random treasure table rolls.
 

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I'm starting to lean to making all items unique in some way. Otherwise I get the picture of people mass prodicng swords+1 and I don't think magica item creation should be that way, well maybe for potions, scroll, and other one use items.
 

I really prefer the core, DMG rule (equipment based only on character levels). To say that ECL's give you extra equipment, means that ECLs are both trying to measure the character's power level, and also increasing their power level as it goes up (because it adds to their equipment). This makes for a recursive parameter which would be very hard to balance gameplay-wise.
 

Axiomatic Unicorn said:
According to the FRCS, starting chars with ECLs get equipment for their total level. Class+ECL.

Yep. Trust me a 3rd level fighter 1/2 dragon isn't very powerful compared to a 7th level fighter. Without equal equipment, playing the 1/2 dragon is futile.

Even with equal gear, I'll give the 7th level character the win almost every time (assuming equal base stats and hit point rolls).
 

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