Equipment Recommendations [Archive] - Wizards Community

Post/Author/DateTimePost
Brian Drozd

02-06-05, 09:43 PM
Every time I create a character or otherwise have to spend gold, I always seem to be putting too much emphasis on the wrong things. My wizards buy too many spells, fighters buy powerful weapons but have lousy armor, etc. For starting character's I can get away with just using the character templates as a guide, but when I need to build sixth level characters, for example, I'm hopeless at equipping them to survive.

Can someone give me some advice on how characters should divy up their gold for best effect? I'd like to have some idea how other people spend their money so I can improve my own habits.
Jaxen723

02-06-05, 10:02 PM
Every time I create a character or otherwise have to spend gold, I always seem to be putting too much emphasis on the wrong things. My wizards buy too many spells, fighters buy powerful weapons but have lousy armor, etc. For starting character's I can get away with just using the character templates as a guide, but when I need to build sixth level characters, for example, I'm hopeless at equipping them to survive.

Can someone give me some advice on how characters should divy up their gold for best effect? I'd like to have some idea how other people spend their money so I can improve my own habits.

I usually take the starting package in the PHB, then ask my DM if i can replace the weapon with one of my choice. Plus our DM always starts us with masterwork armor and melee weapon, mundane ranged (masterwork ranged for rangers and rogue) +100 gp to what we roll for gp starting out. Then just make sure you upgrade weapons and armor as needed while leveling
psionichamster

02-06-05, 10:55 PM
at higher levels, this is the formula i generally apply to PC or NPC char gen.

33% to protective items. amulets, armor, the like

25% to weapons. yes, weapons. always have at LEAST 3...a primary, a ranged (or melee if you're a ranged specialist) and a backup. even if that backup is a simple masterwork dagger (or standard one at lower levels) it beats trying to punch that zombie to death...

<10% on consumable items. potions, scrolls (unless you are getting them to scribe to a spellbook, of course) and the like are "save my butt" kinda things. good to have em, necessary in more than a few situations, but don't go overboard. this includes acid, alc. fire, holy water, and other consumable "weapons" too..

the remainder goes to character specific items. extra arrows/special ammo for that ranger, spare books/components for the wizard, tools and kits for every one it may help...

and i always try to keep a few gp and sp as pocket money...you'll never know when it'll help to grease a few palms, and it gets hard to break platinum at the friendly local pub after a while...

the hamster
Thorak

02-06-05, 11:57 PM
I also religiously spend money on incidentals. Mostly because my DM plays a "if it's not on your sheet, you don't have it" game. So my characters have bits of chalk, balls of twine, candles, mirrors, climbing spikes, hammer, flint and steel, typically some paper, a pen, and ink, etc, etc. Just for starters, I get more specific depending on the character. Because sure, having a +8 sword is cool, but it's not gonna do you any good at starting a fire, or drawing a quick map to set out a battle plan, or what have you.

Magic's great. Don't forget the little things, though. A ball of twine and a knife have infinite uses.
krichaiushii

02-07-05, 10:18 AM
Depending on your DM, food and drink might be a worthwhile purchase, too.

That said, try to get info from your DM regarding what he has in mind before purchasing gear. A campaign geared towards fighting undead requires different equipment than one geared towards fighting giants.

The formula psionichamster provides looks about right. Given the cash, all of your weapons (except perhaps ammo) should be at least masterwork by 3d level. At the lower levels - like your example of 6th - you only really need your primary weapon to be magical.

To stay with your example of 6th level, the DMG says you start with 13K in gp.

Applying psionichamster's formula gets you:

33% = 4290 in protection
25% = 3250 in weaponry
10% = 1300 in consumables (magic and otherwise)
the rest = 4160 in class-specific/other

one +2 protection item or two +1 items (to include cloaks of resistance)

+1 weapon and 2 MW weapons (or alternate material)

potions or lesser wands or greater wands with fewer than max charges

a +2 stat boost is 4K - depending on stat boosted, you might consider pulling cash from weaponry or protection; you might be better off with magical storage and some interesting wondrous item(s) or alchemical items.

Just some random thoughts.
Sguss

02-07-05, 10:25 AM
Buy items that go with both the concept of your character and that maxes out usefullness of the item. For example, if you're an archer or a Rogue, then Gloves of Dexterity I feel is a needed buy. Bonuses include not only for stat but for ranged attack and several skills. Wizards and the like, then Headband of Intelligence plus Cloak of Resistance.

Personally I usually spend much more gold on items than on weapons and armor. For example for a 15th lvl Rogue/Swashbuckler I just built a few days ago for an upcoming campaign I took only a +2 Rapier and a +1 Short Sword (both silver) for weapons. However, I bought the hell out of items that boost my character and the concept for him, including items that raise his ability scores (INT, CHA and DEX), items for higher resistances and better AC. Also got him items that help his primary attack styles and actions for certain skills he plans on using a lot such as disguise, diplomacy and balance. In the end, he may not do all that much damage in a straight-up frontal fight. But then again thats not his tactics anyway. He can however, parlay with the best of them, move like the wind in the middle of battle and be fairly secure in not being hit and last but not least fight in areas most others can not (can't wait for a bar fight to happen if one happens to come along, he'll be fighting from the rafters and chandeliers as if he was standing on solid ground LOL). All because of not only the feats and skills he has but the items that he has that give him further advantages along the lines of his concept.

So when buying items for your character, think about what situations he will be strongest at and then feed into those areas even more in your selection of items. Not just in terms of combat but other actions as well. In the end there will still be some weak areas of your character but IMO that just means better Role Play and in the areas he is strong in - he is VERY strong at and as you adventure with your party others will help in those weak areas, just as you will help them in their weak areas.

Sam
Brian Drozd

02-07-05, 07:33 PM
Thanks, guys. That helped a great deal.
CzarGarrett

02-08-05, 10:37 AM
I generally try to get defensive things first. I figure if my AC and defensive capabilities are good enough, I can take awhile to kill something. Once my defense is mosly set, then I go for killing awesomeness.
weretouched

02-09-05, 03:55 PM
TELL ME ONE THING HOW CAN A WIZARD HAVE TOO MANY SPELLS.....

as a spellcaster i own only my robes, staff, and random magical items..

warriors dont get much for armor i play dextrous fighters..

my rogues get ranged and stealth ups
thats my gold use
krichaiushii

02-09-05, 09:48 PM
Wizards can have too many spells when the wizard's player is paralyzed with indecision about what to memorize, or decisions are made, but almost always prove poor choices.

Also, remember that some DMs consider a wizard's spellbook fair game for theft or destruction, so too many spells means no cash left non-spellbook items.
Sguss

02-10-05, 09:30 AM
Depending on your spell-casting level and simple gold, there are ways to protect your spellbook and something you should always do IMO - shoot I do it for as much as practical reasons as I do role-playing.

My wizard has 3 spellbooks currently (1 of which was taken as loot) and the 2 he originally has are written down in detail, including what spells are in each (I even went as far as which pages hold which spells), the material used for paper and binding (I will really **** off a dragon with one of my books if they ever see it LOL), enchantments and protective magics on them - including both those I paid for (services) and those I did myself. I even have a "wish list" of further enchantments/protections I want to include on my books when I have enough gold or the appropiate spells.

As it stands right now with my 8th level wizard, he doesn't have to worry too much about his main 2 spellbooks except from perhaps another wizard. As it goes, the only other wizard in the party they are friends and we freely share spells back and forth having been study-partners for a few levels now LOL. Now, that 3rd book... let's just say it is well guarded for now until I have the time to take a look at it and disarm any nasties about it ;) As I fully expect it to be as protected almost as good as mine - I say almost since picking it up and putting it someplace safe hasn't caused me any harm... yet.. LOL

Sam