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How is starting wealth for 2+ lvl characters handled in your campaign.
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<blockquote data-quote="Tilla the Hun (work)" data-source="post: 1665957" data-attributes="member: 14214"><p>heh - my approach is overly simplistic, but it usually works.</p><p></p><p></p><p>I look up their level in then DMG's table regarding starting characters total wealth. I give the player that total in gold, hand 'em all my books and tell 'em to go on a shopping spree. After the first try with this, I implemented the followup rule: You can't spend more 1/3 of your total on a single item.</p><p></p><p>That rule, combined with the heavy need of gold in my games, balances things out nicely. I've long thought that GOLD was the best leveling device, far away and beyond XP. In fact, I've been debating another house rule - no XP costs, just translate the XP cost into gold by XP*10 formula.</p><p></p><p>Then again, I also tend to ignore the treasure tables and award 'reasonable' gold to the party when appropriate. (Why would bandit goblins living off the land be carrying 50gp again? Track 'em down to their camp and find it. Mercs wear their wages, so you'll find jewels, gold bracelets, etc., but not a whole lot of coinage - just as examples)</p><p></p><p>My campaigns often devolve into minor subplots of players trying to find enough gold to get the material to make the item they need to sell for enough gold to get the material to make the BIG item they need to accomplish their goal - once, this took about 12 gaming sessions before they could create a 'sword of truth'... I had one stuck in the loot in a nearby kobold camp, but they wanted nothing to do with kobolds <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=":)" /> At least they had fun with fencing stolen goods, diverting the paladins attentions, and conning most of the thieves in town <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></blockquote><p></p>
[QUOTE="Tilla the Hun (work), post: 1665957, member: 14214"] heh - my approach is overly simplistic, but it usually works. I look up their level in then DMG's table regarding starting characters total wealth. I give the player that total in gold, hand 'em all my books and tell 'em to go on a shopping spree. After the first try with this, I implemented the followup rule: You can't spend more 1/3 of your total on a single item. That rule, combined with the heavy need of gold in my games, balances things out nicely. I've long thought that GOLD was the best leveling device, far away and beyond XP. In fact, I've been debating another house rule - no XP costs, just translate the XP cost into gold by XP*10 formula. Then again, I also tend to ignore the treasure tables and award 'reasonable' gold to the party when appropriate. (Why would bandit goblins living off the land be carrying 50gp again? Track 'em down to their camp and find it. Mercs wear their wages, so you'll find jewels, gold bracelets, etc., but not a whole lot of coinage - just as examples) My campaigns often devolve into minor subplots of players trying to find enough gold to get the material to make the item they need to sell for enough gold to get the material to make the BIG item they need to accomplish their goal - once, this took about 12 gaming sessions before they could create a 'sword of truth'... I had one stuck in the loot in a nearby kobold camp, but they wanted nothing to do with kobolds :) At least they had fun with fencing stolen goods, diverting the paladins attentions, and conning most of the thieves in town :) [/QUOTE]
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How is starting wealth for 2+ lvl characters handled in your campaign.
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