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Please help out some new GM's with a few questions
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<blockquote data-quote="Blue" data-source="post: 7638592" data-attributes="member: 20564"><p>Enough gold to get any mundane equipment (plate, etc.) I don't have an exact number.</p><p></p><p>In terms of magic, characters should have several common consumables, and an uncommon magic item. At this point I would not expect any rare items, but it's possible one for the whole party. Not all of the uncommon will be "targetted" - some might be "the right" weapon or armor for someone who focuses on that, others will be various wondrous items.</p><p></p><p>FireLance did an analysis based on the numbers ending with a potential distribution:</p><p></p><p></p><p>From <a href="http://www.enworld.org/forum/showthread.php?395770-Analysis-of-quot-Typical-quot-Magic-Item-Distribution" target="_blank">http://www.enworld.org/forum/showthread.php?395770-Analysis-of-quot-Typical-quot-Magic-Item-Distribution</a></p><p></p><p></p><p></p><p>What about spell books and scrolls off defeated opponents? Part of this is those being found as treasure.</p><p></p><p>Clerics can't teach their spells to wizards.</p><p></p><p></p><p></p><p>This is correct, though any of those 8 could be using the help action for an allies instead.</p><p></p><p>There is a flanking variant rule to grant advantage, but both my experience and a consensus of other DMs here who have tried it is that it makes getting advantage too trivial and doesn't work well with the rest of the system.</p><p></p><p></p><p></p><p>I'd think something like a griffin, hippogrif or pegasus. It's not hugely powerful in itself, but it can act as a flying intelligent mount. Also has the fun bits of aerial scouting to let the town know bad things are coming, getting out a message looking for help, etc.</p><p></p><p>Depending on how "high magic" your world, that might be too pedestrian though. A unicorn? They have lair effects and legendary actions.</p></blockquote><p></p>
[QUOTE="Blue, post: 7638592, member: 20564"] Enough gold to get any mundane equipment (plate, etc.) I don't have an exact number. In terms of magic, characters should have several common consumables, and an uncommon magic item. At this point I would not expect any rare items, but it's possible one for the whole party. Not all of the uncommon will be "targetted" - some might be "the right" weapon or armor for someone who focuses on that, others will be various wondrous items. FireLance did an analysis based on the numbers ending with a potential distribution: From [url]http://www.enworld.org/forum/showthread.php?395770-Analysis-of-quot-Typical-quot-Magic-Item-Distribution[/url] What about spell books and scrolls off defeated opponents? Part of this is those being found as treasure. Clerics can't teach their spells to wizards. This is correct, though any of those 8 could be using the help action for an allies instead. There is a flanking variant rule to grant advantage, but both my experience and a consensus of other DMs here who have tried it is that it makes getting advantage too trivial and doesn't work well with the rest of the system. I'd think something like a griffin, hippogrif or pegasus. It's not hugely powerful in itself, but it can act as a flying intelligent mount. Also has the fun bits of aerial scouting to let the town know bad things are coming, getting out a message looking for help, etc. Depending on how "high magic" your world, that might be too pedestrian though. A unicorn? They have lair effects and legendary actions. [/QUOTE]
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