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How do you figure starting wealth?
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<blockquote data-quote="Cbas10" data-source="post: 1304495" data-attributes="member: 6459"><p>I can see where you are coming from; however, in a game that values other aspects at least as much as kicking-monster-butt, the dwarf prospector will become <strong>extremely</strong> successful in his field due to a little help from his items. I do run "typical" adventures, but we also get into a lot of character development and other roleplaying, spending several game sessions of non-combat between-adventure quality time between those "typical" adventures. </p><p></p><p>As for what I do, I started my last game at 4th level. They got 2700gp (half of normal) that could be spent on anything non-magical (mounts, masterwork stuff, etc; I also use a system loosely based upon Living Greyhawk's "standard of living"). After that, I rolled for a few random magical items (while the items might not be optimal, I do make sure to reroll until the character gets an item he is not unable to use; I won't make a wizard keep +1 armor, but a fighter would have to keep a ring of jumping). I do the random thing because my games don't have a "market" for magical items; the characters have not had any opportunity to buy, sell, or trade magical items. One exception applies; anyone who takes appropriate feats may spend the proper money and experience to make items themselves. The cleric with Brew Potion is among the most popular people in the northern Yeomanry.</p></blockquote><p></p>
[QUOTE="Cbas10, post: 1304495, member: 6459"] I can see where you are coming from; however, in a game that values other aspects at least as much as kicking-monster-butt, the dwarf prospector will become [b]extremely[/b] successful in his field due to a little help from his items. I do run "typical" adventures, but we also get into a lot of character development and other roleplaying, spending several game sessions of non-combat between-adventure quality time between those "typical" adventures. As for what I do, I started my last game at 4th level. They got 2700gp (half of normal) that could be spent on anything non-magical (mounts, masterwork stuff, etc; I also use a system loosely based upon Living Greyhawk's "standard of living"). After that, I rolled for a few random magical items (while the items might not be optimal, I do make sure to reroll until the character gets an item he is not unable to use; I won't make a wizard keep +1 armor, but a fighter would have to keep a ring of jumping). I do the random thing because my games don't have a "market" for magical items; the characters have not had any opportunity to buy, sell, or trade magical items. One exception applies; anyone who takes appropriate feats may spend the proper money and experience to make items themselves. The cleric with Brew Potion is among the most popular people in the northern Yeomanry. [/QUOTE]
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