Wealth/Items for Pre-gens

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Demiurge
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Wealth/Items for Pre-gens

Post by Demiurge »

My group has agreed to run give C&C a shot so I'm going to run them through a module I was planning to use at a convention next weekend. I'm putting together some pre-gens of 5th level and am sort of stuck as to what they should have for stuff. What would be a good total GP value to use to equip them?

This is probably covered in the CKG, but I'm still waiting for the hardback. :cry:
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mordrene
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Re: Wealth/Items for Pre-gens

Post by mordrene »

I use the section in the 1st edition DMG, until the CKG arrives.

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Re: Wealth/Items for Pre-gens

Post by serleran »

There was an article in The Crusader for equipping experienced characters.

Me, I prefer to just give them stuff. I usually go with 10% / level to have class-related items and then half that for everything else. If it comes out somewhat low, or they get exceptionally useful stuff (like a 3rd level wizard with a staff of the magi), I change the results. I do try to make sure each character has something neat, and something they will need, though they might use it too soon in the adventure.

As for wealth... unless there is a store they are going to go into, I don't really care how much money they have. Usually, something like 2d20 x 1d6 in GP value on the character.

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Re: Wealth/Items for Pre-gens

Post by Treebore »

For 5th level characters I would give them about 12,000 GP in stuff. Limit them to only 1 +2 weapon or armor and the other can be +1. I then let them "buy" whatever they want listed in the M&T and PH, mundane, expert, or magical. With Expert items I use a x10 price multiplier on weapons and x5 on armor, I don't think expert stuff should cost more than magical enchantments.
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ThrorII
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Re: Wealth/Items for Pre-gens

Post by ThrorII »

This was kind of covered a while back on an NPC gear thread.

My guideline for NPC's (which should work for pre-gens in this case) is as follows:

1. 300 gp in gear per level (a 5th level character gets 1500 gp in stuff [armor, weapons, equip, mounts, etc.]. Wizards and such can use their gp's to make scrolls or potions).

2. Magic Items: one major item at 3rd level with a +1 bonus. So a 5th level character could have a +1 sword or a +1 Ring of Protection, for example. In addition, two low level magic items can be chosen (potions or scrolls).

At 6th level, an additional +2 item, or mid-ranged magic item is added (staff or rod, for example).

At 9th level, an additional +3 item or high level magic item is added.

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Demiurge
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Re: Wealth/Items for Pre-gens

Post by Demiurge »

Thanks, guys.

I went with ~9000GP worth of gear, which was a suggestion I got from Dragon's foot, and it looks right. I suspect it'll be fine for a one-shot adventure, but I'll play test them tomorrow and adjust up or down accordingly.
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Mark Hall
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Re: Wealth/Items for Pre-gens

Post by Mark Hall »

Haven't checked the numbers; how does it work out if you just give people a treasure type equal to their level?
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