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Problem: character deaths are leading to enormous party wealth
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<blockquote data-quote="Kalendraf" data-source="post: 910932" data-attributes="member: 3433"><p>This isn't the basic problem. See one of my above posts - the issue is how to handle the items that are looted off the dead PC. That's where the sudden burst of wealth comes from. Introducing a new character with suggested wealth merely keeps them in line with where they should be, IMHO. </p><p></p><p>Ideally, the PC's would have a max wealth value, and if was ever exceeded, it would cause extra items to vanish. Then the balance would be kept, and this newfound wealth off of the dead PC simply wouldn't happen. The problem is finding a way to implement it into a campaign and keeping it believeable.</p><p></p><p>Some people argue that if the party decides to keep the dead guy's stuff, then the new PC should start with no wealth at all to make up for it. That method doesn't address the fact that the party may not be generous with these old items they grabbed off the dead guy. Remember this could easily be a party of chaotic or neutral alignments. The party's line of thinking here might be:</p><p></p><p>"We adventured together when we found those items, so they now belong to the remaining members of that adventure. We'll either use them or sell them. New characters aren't eligible for those old items, but new characters are eligible for any new items found on adventures they partake with us in the future."</p><p></p><p>I can't really fault that line of thinking. These characters are loners with no real affiliation to anyone or any group besides the party. So there aren't really any NPC's hanging around to come claim these old items.</p><p></p><p>As a result, if new characters are now forced to come in with no equipment, they will be at a severe disadvantage. Let's see that Xth level character in a regular chain shirt and a regular weapon try to fend off creatures with damage resistance. These new characters, who are already coming in at a lower level than the old character will be even more prone to dying. The death rate will likely increase at an even faster clip for these new characters, and then the party level gap will widen, and the whole campaign will probably go right into the toilet. There would be no plausible way for the new characters to ever catch-up to the surviving characters' experience or wealth. Thus, the only fair method I've found is to allow these new characters to come in with standard wealth for their level. That at least gives them a fighting chance. So the problem isn't the new guys starting wealth - it's the old guy's leftover wealth!</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 910932, member: 3433"] This isn't the basic problem. See one of my above posts - the issue is how to handle the items that are looted off the dead PC. That's where the sudden burst of wealth comes from. Introducing a new character with suggested wealth merely keeps them in line with where they should be, IMHO. Ideally, the PC's would have a max wealth value, and if was ever exceeded, it would cause extra items to vanish. Then the balance would be kept, and this newfound wealth off of the dead PC simply wouldn't happen. The problem is finding a way to implement it into a campaign and keeping it believeable. Some people argue that if the party decides to keep the dead guy's stuff, then the new PC should start with no wealth at all to make up for it. That method doesn't address the fact that the party may not be generous with these old items they grabbed off the dead guy. Remember this could easily be a party of chaotic or neutral alignments. The party's line of thinking here might be: "We adventured together when we found those items, so they now belong to the remaining members of that adventure. We'll either use them or sell them. New characters aren't eligible for those old items, but new characters are eligible for any new items found on adventures they partake with us in the future." I can't really fault that line of thinking. These characters are loners with no real affiliation to anyone or any group besides the party. So there aren't really any NPC's hanging around to come claim these old items. As a result, if new characters are now forced to come in with no equipment, they will be at a severe disadvantage. Let's see that Xth level character in a regular chain shirt and a regular weapon try to fend off creatures with damage resistance. These new characters, who are already coming in at a lower level than the old character will be even more prone to dying. The death rate will likely increase at an even faster clip for these new characters, and then the party level gap will widen, and the whole campaign will probably go right into the toilet. There would be no plausible way for the new characters to ever catch-up to the surviving characters' experience or wealth. Thus, the only fair method I've found is to allow these new characters to come in with standard wealth for their level. That at least gives them a fighting chance. So the problem isn't the new guys starting wealth - it's the old guy's leftover wealth! [/QUOTE]
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Problem: character deaths are leading to enormous party wealth
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