10th Level Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Gilgamet

05-24-05, 07:11 AM
I am about to start a campaign for 4 10th level PCs. I was wondering tips/tactics that other DMs have used to equip parties that begin at later levels. It is almost certain that by 10th level - the party would have stumbled across something magical - whether in the form of weaponry, armor or scrolls. I realize that the DMG way to do things is the random roll - but I want to eliminate the chance of them ending up with something ridiculous or way too powerful. I have debated giving them a $$$ allotment and allowing them to purchase what they want, or choosing specific items for each character. Thanks for your replies.
deduke

05-24-05, 07:37 AM
There are guidelines for creating characters at higher lvl's in the DMG, i believe it is in chapter 5. Table 5-1 tells you how much money each character can spend on starting equipment.
Just let them spend that money but dont let them use more then 25% on 1 item, this should give them some balanced equipment with the stuff they need for their characters.

regards deDuke
nephtis

05-24-05, 07:45 AM
I'd advice you'd allow them funds according to their character/class level and let them buy the standart gear (non-magical but including masterwork / mighty) at the in the book suggested price.

Magical gear depends on the world you create. Is it easily available or are spellcasters rare? There's a suggested price for those items as well, but I'd alter it based on availability. A character is more likely to get the opportunity to aquire a simple shortsword +1 (stick to the suggested amount of gold) then ... let's say a kama of pixie-slaying with a luck bonus (not sure if that's even possible).

Just a suggestion, but IMO any magical exotic weapon should be hard to get and therefor either expensive or unavailable, after all, whoever made that item invested money and xp...
Would you do that for a item you can't sell or use? And face it, most spellcasters won't waste a feat for an exotic weapon proficiency...
So either the creator made it with a certain user in mind or the customer who ordered it was slain. The only way to get something like that would most likely to slay the owner yourself or to buy the loot of the (lucky?) adventurer who did... and that would in my eyes qualify to make the item expensive.

Calculate the amount of gold for creation, double it (market) THEN add an additional of 10 to 30 % of the market price at your judging.

Be carefull when you allow items that enhance ability scores. For a level 10 campaign I wouldn't make any available that give more than a +2 bonus, but that's just a personal judgement.
siege72

05-24-05, 11:36 AM
I am about to start a campaign for 4 10th level PCs. I was wondering tips/tactics that other DMs have used to equip parties that begin at later levels. It is almost certain that by 10th level - the party would have stumbled across something magical - whether in the form of weaponry, armor or scrolls. I realize that the DMG way to do things is the random roll - but I want to eliminate the chance of them ending up with something ridiculous or way too powerful. I have debated giving them a $$$ allotment and allowing them to purchase what they want, or choosing specific items for each character. Thanks for your replies.
I've had a lot of characters and games start at higher level. Give PCs the starting funds like deduke said, but with the restriction that you get final say on all equipment. It works out pretty well, as long as people take useful items.

Two things to look out for are wizards, and item-creation feats. Wizards get a good number of spells just from their class, and scrolls aren't that expensive to buy. With the item-creation feats, players may try to get items they can make for half the cost (with a small XP penalty). It's your call on allowing it, just make sure the XP penalty is included.