Extra weapons and optional slots

Minigiant

Legend
Supporter
A PC is supposed to have "wealth" about equal to 1 item of their level +1, 1 item of their level, 1 item of level -1, and gold equal to the value of an item of the level -1.

After one main weapon/implement, armor, and neck item; it's really jst your gold.

If you spend about half of that gold on another weapon/implement, that item will be about 3 to 4 levels down (level-3).

Then you spend about half of the leftover gold (1/4 of the total) on an optional slot item (feet, head, arms), that item will be about 5 to 6 levels down (level-5).

So a 10th level fighter might have:
11th axe
10th scale
9th cloak
7th throwing axe
5th shield
gold equal to the value of an item of the level -5.

This puts TWF and casters at a big disadvantage. Any item under level-5 would a half tier down (ex: a +2 weapon instead of +3). Therefore their optional attacks which already would not be focused on would eat up your top 4 item just to be decent. And your optional slots would be way down you might not want your boots 'til level 20.

Therefore when your DM gives the party a level appriate non-armor/weapon/implement, you are screwed and must disenchant it to a level-5 item.

What is the intended spending habits of an adventurer?
 

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Don't get the "starting equipment for high level adventurers" confused with what an actual high level adventurer will have.

Typical adveturers will have several items possibly 2-4 levels higher than their level. And they gather items at a fairly good rate, that after the first few (3-4) levels, their basic weapon/armor/neck item slot needs should be covered, and there should be numerous other slot items floating around, not to mention ample cash to enchant magic items to their heart's desire.
 

You could always one of your main slots on a back-up weapon, then get a lower level neck slot item. Or you could use a double weapon or a Splitting weapon from the Adventurer's Vault. Or you could use an Inescapable (or for higher level, Withering) off-hand weapon.

Besides, -1 to hit on your off hand isn't crippling.
 

Don't get the "starting equipment for high level adventurers" confused with what an actual high level adventurer will have.

Typical adveturers will have several items possibly 2-4 levels higher than their level. And they gather items at a fairly good rate, that after the first few (3-4) levels, their basic weapon/armor/neck item slot needs should be covered, and there should be numerous other slot items floating around, not to mention ample cash to enchant magic items to their heart's desire.


But as you level, the you catch up to your item's levels.
The way the treasure is set up is that each level, a party of 5 gets four magic items ranging in level from one to four levels above the party level and gets gold as if they sold two magic items of their level. So if you share fairly, every 5 levels you gain 4 items and get gold as if you sold 2 items. So about 8 items owned and 4 sold every 10 levels (a tier).


A sold magic item is worth an item 5 levels lower.
A magic item is worth about 2 magic items 2-3 level lower so it will have the same enhancement most of the time but the ability will be very weak.
Anything under 10 levels of you is too weak to use, has a forgetable effect, or is(or eventually will be) sold for money.

Assuming your DM is fair, you will get to upgrade your Big Three every 5 levels or so. That eats away 3 items.

So a leveled character should have:
The Big Three within 4 levels of him
1 optional item within 4 levels of him
A size of gold as if he sold 2 items within 4 levels of him OR 2 optional items of the next lower tier
The Big Three with a -1 your needed enhancement
1 optional item between 5-9 levels lower than him
A size of gold as if he sold 2 items within 5-9 levels lower than him OR 2 optional items of the next lower tier
A throwaway cash and items.


or basically
your Big Three, your smaller Big Three, 2 other slot items, 4 below tier slot iems, and some cash.

So you'll have to trade with your allies to get a backup weapon or implement -1. Otherwise you'd have to sacrifice your 2 in tier optional slots.
 

What you're also forgetting here is that generic magic weapons are much cheaper than magic weapons with an effect attached. For example, if you have a +3 Berserker Bastard Sword from the PHB, that's a lvl 15 item and costs 25,000gp. You could have a generic +3 Bastard Sword for the other hand for the low, low price of 9,000gp. Also, it's a lvl 11 item, which means it should be easy to find one in the treasure parcels...or at least, some sort of generic +3 weapon that you could then use to transfer the enchantment...but you get the point.

It's only when you try to keep two weapons up to full power with powerful enchantments that you run into issues. Once you realize that you can have a "generic" magic weapon in the other hand then it becomes a non-issue because those items might be up to 4 levels lower than the current items you're wielding.

Edit: Heck, for an extra 4,000gp you can even get a Vicious or Resounding +3 weapon. It's still only about half the cost of the Berserker weapon. With the AV items you can find similar "bargains" or examples of items with good properties/dailies that cost a LOT more than the same number of +'s on a generic item.
 

The 5th level barbarian I built has has 2 +1 weapons, +1 armor and a arm slot item. This was done with starting items and gold. Oddly enough, my main weapon is a 3rd level item I bought with gold.
 

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