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How do the Wealth Guidelines affect your style of play?
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<blockquote data-quote="Connorsrpg" data-source="post: 2492352" data-attributes="member: 19265"><p>Have never taken any cue from wealth guidelines. In fact players know that items gained in our campaign are to be savoured. I do NOT ever check their wealth with the guidelines. Generally they are below the required, but after a big find may jump above...I am not sure I have never checked.</p><p></p><p>I agree with MerricB. Class, spells etc ALL impact on what monsters can be defeated. And let's remember not ALL monsters need be defeated. I rarely take any notice of CR either. PCs often fight creatures well below and sometimes those well above. Fleeing is always an option...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And one several players need to learn. I find it odd a group of players could go into so many life-threatening situations (and to me ANY fight where there are sword, axes, claws and magic is life-threatenting) and win every one...</p><p></p><p>Our current 6-7th level group has NO magic weapons. They just haven't come up much as treasure. Well they did have a cursespewing mace, but felt it was too evil, so they destroyed it. I loved that.</p><p></p><p>I don't use the guidelines for new characters either. On rare occasions I have given a PC the wealth a starting NPC would have - and they still come in better equipped than most active PCs. See, choosing the items makes for a far superior PC too. You can gear every item towards you primary focus. I am not in favour of that. But I treat NPCs the same way...</p><p></p><p>Here is a cut piece from the NPC creation doc I have done for Cellworld (our CS). I use these guidelines for PCs too. Yes, even at first level. So at 1st level a character may be ABOVE the recommended. But the item (if one is rolled at first) is random (although I generally make if of some use), and sometimes the player is even unaware of its powers. (I have started campaigns where a PC didn't even know they carried a magic item.</p><p></p><p>Here is the excert...oh and I forgot to mention...I love randomness <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Gear</p><p>Magic Items</p><p>Roll a d10 a number of times equal to NPC’s level. The NPC gets a MI each time the dice is equal to or less than the number started at but the number drops by one for each roll (descending dice). Eg: for a 5th level NPC you need to roll a 5 or less, then a 4 or less, and so on down to 1. Hence 10th level and higher characters gain automatic MI’s and a chance for more. (NB: Halve all levels of Commoner, Expert and Warrior NPC class levels when using this mechanic).</p><p> Of course high-level characters may begin with many MI’s. Not all of them need be carried on them. You may even simply disregard some items. Don’t re-roll items that may not suit NPC – these items could be treasure gained from other defeated foes, but a NPC should have some items of use.</p><p> </p><p> To determine the power of a MI roll on Table 10-1 below:</p><p>Modifiers:NPC under 5th level -1</p><p> NPC above 10th level +1</p><p>Table10-1 NPC magical item power (Roll 1d10)</p><p>0-6 Minor</p><p>7-9 Medium</p><p>10+ Major</p><p></p><p>Special Items</p><p>Determine the number of special items exactly as MI’s above. (Remember if the NPC has a HL feat it automatically starts with bonus gear).</p><p> This includes masterwork weapons, armor and kits, poison, alchemical items, special substances, spell catalysts, etc</p><p></p><p>Mundane Equipment</p><p>To finish, give the NPC a set of clothes and any normal items that an NPC of this sort would have. Starting kits detailed under classes and as a web enhancement are good ideas for low-level NPCs.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 2492352, member: 19265"] Have never taken any cue from wealth guidelines. In fact players know that items gained in our campaign are to be savoured. I do NOT ever check their wealth with the guidelines. Generally they are below the required, but after a big find may jump above...I am not sure I have never checked. I agree with MerricB. Class, spells etc ALL impact on what monsters can be defeated. And let's remember not ALL monsters need be defeated. I rarely take any notice of CR either. PCs often fight creatures well below and sometimes those well above. Fleeing is always an option...:) And one several players need to learn. I find it odd a group of players could go into so many life-threatening situations (and to me ANY fight where there are sword, axes, claws and magic is life-threatenting) and win every one... Our current 6-7th level group has NO magic weapons. They just haven't come up much as treasure. Well they did have a cursespewing mace, but felt it was too evil, so they destroyed it. I loved that. I don't use the guidelines for new characters either. On rare occasions I have given a PC the wealth a starting NPC would have - and they still come in better equipped than most active PCs. See, choosing the items makes for a far superior PC too. You can gear every item towards you primary focus. I am not in favour of that. But I treat NPCs the same way... Here is a cut piece from the NPC creation doc I have done for Cellworld (our CS). I use these guidelines for PCs too. Yes, even at first level. So at 1st level a character may be ABOVE the recommended. But the item (if one is rolled at first) is random (although I generally make if of some use), and sometimes the player is even unaware of its powers. (I have started campaigns where a PC didn't even know they carried a magic item. Here is the excert...oh and I forgot to mention...I love randomness :) Gear Magic Items Roll a d10 a number of times equal to NPC’s level. The NPC gets a MI each time the dice is equal to or less than the number started at but the number drops by one for each roll (descending dice). Eg: for a 5th level NPC you need to roll a 5 or less, then a 4 or less, and so on down to 1. Hence 10th level and higher characters gain automatic MI’s and a chance for more. (NB: Halve all levels of Commoner, Expert and Warrior NPC class levels when using this mechanic). Of course high-level characters may begin with many MI’s. Not all of them need be carried on them. You may even simply disregard some items. Don’t re-roll items that may not suit NPC – these items could be treasure gained from other defeated foes, but a NPC should have some items of use. To determine the power of a MI roll on Table 10-1 below: Modifiers:NPC under 5th level -1 NPC above 10th level +1 Table10-1 NPC magical item power (Roll 1d10) 0-6 Minor 7-9 Medium 10+ Major Special Items Determine the number of special items exactly as MI’s above. (Remember if the NPC has a HL feat it automatically starts with bonus gear). This includes masterwork weapons, armor and kits, poison, alchemical items, special substances, spell catalysts, etc Mundane Equipment To finish, give the NPC a set of clothes and any normal items that an NPC of this sort would have. Starting kits detailed under classes and as a web enhancement are good ideas for low-level NPCs. [/QUOTE]
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