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11 months ago  ::  Aug 16, 2012 - 12:21PM #1
cmdluke
Date Joined: Sep 5, 2007
Posts: 546
So I'm going to be running a small adventure with the new playtest packet tomorrow with everyone building their own characters. We are starting at lvl 3 to use some higher level monsters and having a few more options available to players.

Does it mention anywhere how much gold new characters start with or does it just give gear packages for level one?

Does anyone have any idea of how much gold you would start with above level 1?

thanks
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11 months ago  ::  Aug 16, 2012 - 12:33PM #2
mellored
Date Joined: Jul 8, 2008
Posts: 19,719
It doesn't say.

No idea, since it's rather random.
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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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11 months ago  ::  Aug 16, 2012 - 12:36PM #3
cmdluke
Date Joined: Sep 5, 2007
Posts: 546
ok, when would a good soultion be to have my players spend a standard lvl 1 amount on items and they can upgrade either a weapon or armor to masterwork for free? sounds like a fair tradeoff to me.
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11 months ago  ::  Aug 16, 2012 - 1:03PM #4
Yuwain
Date Joined: Apr 21, 2011
Posts: 716
doesn't it say how much they shoul earn per level? if not i would just guess. or base it off of 3.5's table
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11 months ago  ::  Aug 16, 2012 - 1:08PM #5
Mand12
Date Joined: Jun 17, 2010
Posts: 17,320
No answer to this yet.

Wealth by level is only important if wealth is being used as a balancing factor, which they're not sure they're going to do.  See the purchasing/creating magic item answers in today's Q&A.
D&D Next = D&D:  Quantum Edition
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11 months ago  ::  Aug 16, 2012 - 10:26PM #6
masqueofhastur
Date Joined: May 6, 2012
Posts: 435
I hope it stays relatively constant regardless of level. Buying equipment is probably the most tedious and annoying part of the game for me, and I've had people I introduce to D&D almost quit at that stage.
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11 months ago  ::  Aug 16, 2012 - 10:27PM #7
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,733
We don't really have anything to spend extra level-gold on yet.
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