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General Tabletop Discussion
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The woes of creating high-level pregens
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<blockquote data-quote="aco175" data-source="post: 9601684" data-attributes="member: 27385"><p>If you are making the pregens for an adventure you made or even want to run, you want to have them make some sense. They should be able to use them and help the game. I ran a convention game last week where I made pregens (2nd and 3rd level) and most had a minor item. One of the mages had a wand that let them change the damage type 1/day. There were some fire monsters and the PC changes an acid splash to cold. They player felt cool that it worked better than the acid since they had vulnerability to cold. </p><p></p><p>High-level characters get more magic, but you can just focus on 2-3 items per PC and then throw in a few potions and scrolls and such. High level PCs tend to have a magic weapon each. I try to not give out more than +1 armor, but make up the power with another ability on it such as 1/day invisibility or blur for 1d6 rounds or something. A different lower power item each also makes each more unique. A necklace that makes the PC immune to disease is good, and you can have it come in handy or maybe it is a red herring to make the player think that there is disease coming. If it is a maybe handy item, then I would give another more handy thing to make up fir it. Also remember that the players will come up with making it be handy in some way you do not think of.</p><p></p><p>Another thing I did at the convention was give out some minor potions and such with having them roll for it. The premise was that the steward took some items from the lords treasure room to help the party out and the players rolled for something. Most rolled a healing potion, but one had a climbing potion that came in handy and another a resistance potion that also came in handy.</p></blockquote><p></p>
[QUOTE="aco175, post: 9601684, member: 27385"] If you are making the pregens for an adventure you made or even want to run, you want to have them make some sense. They should be able to use them and help the game. I ran a convention game last week where I made pregens (2nd and 3rd level) and most had a minor item. One of the mages had a wand that let them change the damage type 1/day. There were some fire monsters and the PC changes an acid splash to cold. They player felt cool that it worked better than the acid since they had vulnerability to cold. High-level characters get more magic, but you can just focus on 2-3 items per PC and then throw in a few potions and scrolls and such. High level PCs tend to have a magic weapon each. I try to not give out more than +1 armor, but make up the power with another ability on it such as 1/day invisibility or blur for 1d6 rounds or something. A different lower power item each also makes each more unique. A necklace that makes the PC immune to disease is good, and you can have it come in handy or maybe it is a red herring to make the player think that there is disease coming. If it is a maybe handy item, then I would give another more handy thing to make up fir it. Also remember that the players will come up with making it be handy in some way you do not think of. Another thing I did at the convention was give out some minor potions and such with having them roll for it. The premise was that the steward took some items from the lords treasure room to help the party out and the players rolled for something. Most rolled a healing potion, but one had a climbing potion that came in handy and another a resistance potion that also came in handy. [/QUOTE]
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