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Post/Author/DateTimePost
Warforged_Monk_of_Doomz

05-09-05, 07:01 PM
im starting a new campaign in which all the characters start at level 7 and their characters were previously treasure hunters and im trying to decide on special weapons and items and i was wondering how good i should make their stuff as to not make it too easy for them, if you have any direct suggestions for what they should get here are the classes of them all:


Fighter
Barbarian
Rogue
Bard
Artificer
Sorcerer
and an NPC Druid (key to the storyline)
Draco Strang

05-09-05, 07:05 PM
Let them spend the amount of gold appropriate for a character of their level. The wealth by level table for PCs is on page 133 of the DMG.
Callista

05-09-05, 07:46 PM
And approve their equipment ahead of time. Being able to choose your own equipment can get pretty muchkiny.
Patheros

05-09-05, 09:34 PM
Let them spend the amount of gold appropriate for a character of their level. The wealth by level table for PCs is on page 133 of the DMG.

Also there is also a limit stating: not single item should cost more than 1/4 of a players total wealth.
Burgundy Lotus

05-09-05, 10:19 PM
I go with a 1/3 cap myself, it seems to work well.
VirgilCaine

05-09-05, 10:23 PM
I go with a 1/3 cap myself, it seems to work well.

I use a 1/2 cap, myself.

But standard things for 7th level would include +1 armor and main weapon, masterwork backup weapon (s), and some potions--cure moderate wounds, delay poison, maybe enlarge for the tank, invisibility for the rogue, and a Heward's Handy Haversack for each of them. And a variety of alchemical items in that Haversack.
PenderGrass

05-10-05, 01:59 AM
The only thing I would recommend giving to them beyond what already has been stated is make sure to give your NPC Druid a nice DEATHBLOW to the head.

This shows your group that NO ONE is so important to the story that you can' kill them.

Sets the mood real quick if you show them all the work and effort you placed in the NPC and then have it be killed right out of the gate. I did this for one of my games. I had spent a good 3 days building everything for him, too. Plus, I had painted a miniature to museum standards. When he died - the players couldn't believe it. They really sat up after that.

I called it my Steven Seagal Gambit.

:dragon:

****
VerinBlod

05-10-05, 05:00 AM
The only thing I would recommend giving to them beyond what already has been stated is make sure to give your NPC Druid a nice DEATHBLOW to the head.

This shows your group that NO ONE is so important to the story that you can' kill them.

Sets the mood real quick if you show them all the work and effort you placed in the NPC and then have it be killed right out of the gate. I did this for one of my games. I had spent a good 3 days building everything for him, too. Plus, I had painted a miniature to museum standards. When he died - the players couldn't believe it. They really sat up after that.

I called it my Steven Seagal Gambit.

:dragon:

****


Very nice idea. I should use that one :evillaugh

To the OP. Let them choose their own stuff and use the guidlines from the DMG. I always go with 1/2 cap myself.

Another nice thing to do is let them make up a background story for one of their magic items. Like how they got them, where it's from, etc. Could give a lot of nice roleplaying opportunities.