caudor
Adventurer
I often start my players off at higher levels (anywhere from 3rd to 12th). I like to make sure they create some kind of history for their characters first so that they know where they come from, what types of things they've accomplished, etc. It usually works out well. As long as the players create enough history for their character, they become as attached to them as they would to any other. I also like creating situations where the character's history is revealed to both the player and the group. Sort of how you'll have an old friend, previously unmentioned, pop into a running TV series. With higher level characters, this is easy to do since there is so much unspoken history.
As for equipment, I've tried several different ways in the past, depending upon the campaign. Sometimes I just let 'em at the DMG. Other times I limit them to 50% of their funds on a single item. Occasionally, I'll roll randomly and ignore items that do not make sense for the character. I do this until their alloted funds are spent. Sometimes I'll just give them some magic items that I feel are appropriate to their characters and the campaign. Somtimes, if the situation warrants it, they'll have nothing (like a player who wanted to play a recently freed slave).
It all depends on the campaign.
As for equipment, I've tried several different ways in the past, depending upon the campaign. Sometimes I just let 'em at the DMG. Other times I limit them to 50% of their funds on a single item. Occasionally, I'll roll randomly and ignore items that do not make sense for the character. I do this until their alloted funds are spent. Sometimes I'll just give them some magic items that I feel are appropriate to their characters and the campaign. Somtimes, if the situation warrants it, they'll have nothing (like a player who wanted to play a recently freed slave).
It all depends on the campaign.
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