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Equipment for higher level characters.
Posted: Sun Nov 07, 2010 2:17 pm
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.
Posted: Sun Nov 07, 2010 5:05 pm
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
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Posted: Sun Nov 07, 2010 5:48 pm
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 )
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Posted: Sun Nov 07, 2010 7:33 pm
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.
Posted: Sun Nov 07, 2010 7:56 pm
by dunbruha
Wasn't there an article in Crusader about this? I looked, but couldn't find it.
Posted: Sun Nov 07, 2010 10:37 pm
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.
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Posted: Mon Nov 08, 2010 12:39 am
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?
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Posted: Mon Nov 08, 2010 1:53 pm
by mordrene
I would look at the first edition adnd dmg. there are tables available for just this sort of thing.
Posted: Mon Nov 08, 2010 5:54 pm
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.
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Posted: Mon Nov 08, 2010 5:59 pm
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?
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Posted: Tue Nov 09, 2010 1:45 am
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.