Equipment for higher level characters.

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
User avatar
old school gamer
Red Cap
Posts: 259
Joined: Sun Oct 08, 2006 7:00 am

Equipment for higher level characters.

Post by old school gamer »

My wife is going to be running an adventure at Garycon and has asked me to make up some pregens for her. The characters are about 7-9th level characters. Being that it is C&C making the characters are not going to be very hard, however I need to come up what equipment they would start off with.

So I am wondering if there are any resources out there in internetland that can help me decide what equipment that higher level characters might have. Any help would be appreciated.

User avatar
Omote
Battle Stag
Posts: 11560
Joined: Wed May 03, 2006 7:00 am
Location: The fairest view in the park, Ohio.
Contact:

Post by Omote »

I've struggled with this as well. We use the v3.5 SRD as a guideline, but that system gives too much money for magic items at higher level IMO. We tried coming up with a scale based on level, but it seems that for different classes, the amount is either too much of too little.

After many years, still struggling to come up with this. I'd also be interested in any help anybody could provide to the Old School Gamer.

~O
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<

User avatar
Go0gleplex
Greater Lore Drake
Posts: 3723
Joined: Fri May 30, 2008 7:00 am
Location: Keizer, OR

Post by Go0gleplex »

I don't really have a set system, but in general...a number of "permanent" lesser to mediocre magic items equal to half the character level (nothing higher than a +2, maybe one +3), and a number of consumable (one use or few charges remaining) lesser to mediocre magic items (such as potions).

For general equipment, pretty much a selection of anything available to them that they can carry with only a light or medium encumberance ( I tend to lean towards light loads or less) within reason. So a 8th level fighter is likely to have purchases platemail at some point with his loot.

For cash, roughly a 100 gp value in coins and 2-400 in gems as "spending money" from their wealth (if they have any left that is )
_________________
The obvious will always trip you up FAR more than the obscure.

Baron Grignak Hammerhand of the Pacifica Provinces-

High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."

User avatar
ThrorII
Red Cap
Posts: 327
Joined: Tue Oct 23, 2007 7:00 am

Post by ThrorII »

When creating NPC's, I've always initially defaulted to 1/3 level in +'s for weapon, and 1/4 level in +'s for armor or protection. In lieu of weapons or armor, I'll give 1 minor magic item per 3 levels. In lieu of a major weapon or armor (+2 or more) I'll give a major magic item. I also think 200 gp per level in equip seems fair.

I tend to treat +1 weapons or armor as 'masterwork' rather than magical, in keeping with my lower magic campaign style.

Therefore, a 9th level fighter might have a +3 2H sword (or maybe a +1/+3 vs X sword) and +2 plate or chain.

An 8th level elven druid might have a staff of the woodlands and bracers of defense +2, along with a potion or two.

As with everything I do, this is just an eyeball average, a place to start. I always tweek from this beginning.

User avatar
dunbruha
Ulthal
Posts: 425
Joined: Thu Jun 01, 2006 7:00 am
Location: Shenandoah Valley

Post by dunbruha »

Wasn't there an article in Crusader about this? I looked, but couldn't find it.

alcyone
Greater Lore Drake
Posts: 2727
Joined: Mon Oct 15, 2007 7:00 am
Location: The Court of the Crimson King

Post by alcyone »

I do about the same as Thror, including the masterwork stuff. Class-permitting I usually will do decent non-magical armor, a masterwork ranged weapon, and a magical primary weapon. As far as trinkets and things, I don't give out much, mostly immediately useful things like potions, maybe something I know will let them shine in the next adventure.

I don't think loading a character down with stuff is as necessary as in 3.5, depending on what kind of game you're running. I stick with tools of the trade a veteran of their class and race might have, and leave them room to outfit themselves naturally.

When I've had to do higher level generation in C&C it has been usually for a specific module, and in that case reading through the module will give you a better idea of what to give them than a generic table might.
_________________
Sir Aergraith Aethelmar of Cyrswud, CaCS,OotF
My C&C stuff: www.rpggrognard.com

User avatar
Relaxo
Greater Lore Drake
Posts: 3350
Joined: Wed Mar 19, 2008 7:00 am

Post by Relaxo »

It really depends on how much power you want the PCs to have, or the monsters you want them to be able to play against.

I used to wing it based on the baddies I wanted to use, if the PCs were carving thru terresque's left and right, a disenchanter would be the next encounter.

I once made two ro three adventures in a row lead up to finding a Holy Avenger for the paladin, so when it was a long quest, I felt they really earned it and they kept that for a while.

I'm no help, I guess, but I'd say, what is fun for you as CK? that's what I'd give them.

I personally favor "interesting" items, like bags of holding that sing whenever they're open.... no big deal until you really need that Maguffin that's stored inside in the dungeon of deadly things that hunt by sound alone....

know what I mean?
_________________
"Relaxo"
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781

User avatar
mordrene
Ulthal
Posts: 729
Joined: Mon May 01, 2006 7:00 am

Post by mordrene »

I would look at the first edition adnd dmg. there are tables available for just this sort of thing.

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

dunbruha wrote:
Wasn't there an article in Crusader about this? I looked, but couldn't find it.

Yes. I believe it spans two issues, actually. I do not recall the particular issue(s) but it would be relatively early, like around or before 10.
_________________
If it matters, leave a message at the beep.
Serl's Corner

User avatar
Relaxo
Greater Lore Drake
Posts: 3350
Joined: Wed Mar 19, 2008 7:00 am

Post by Relaxo »

mordrene wrote:
I would look at the first edition adnd dmg. there are tables available for just this sort of thing.

Is there? Gary really thought of everything, didn't he?
_________________
"Relaxo"
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781

User avatar
dunbruha
Ulthal
Posts: 425
Joined: Thu Jun 01, 2006 7:00 am
Location: Shenandoah Valley

Post by dunbruha »

serleran wrote:
Yes. I believe it spans two issues, actually. I do not recall the particular issue(s) but it would be relatively early, like around or before 10.

Found it! Issue #8. (Right after your "Dungeon Building 101" article.) Errata is in Issue #9.

Post Reply