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4 months ago ::
Jan 16, 2013 - 2:16AM
#11
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Date Joined:
May 25, 2009
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You are confusing could and should. According to the DMG, they should make just over 11.5k gp from level 1 to 14. They could have anything or nothing.
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4 months ago ::
Jan 17, 2013 - 7:43PM
#12
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Date Joined:
Apr 21, 2007
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"There’s no assumed amount of gold, jewels, magic items, and other treasure for D&D adventures."
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4 months ago ::
Jan 17, 2013 - 11:52PM
#13
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Date Joined:
May 25, 2009
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... And just below that on p. 13 of the DM Guidelines:
"You can think of treasure on an encounter-by-encounter basis. By this way of thinking, a good target is 12.5 gp per character per level for an average encounter... For an easy encounter, use about 7.5 gp per character per level. For a tough encounter, you can give out about 25 gp per character per level."
So ... a "good target" would be the numbers from the chart above. 12.5 gp per level per encounter. Even if you went all easy encounters or hard encounters, there isn't much variation (easy is a bit less, and tough is a bit more).
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4 months ago ::
Jan 18, 2013 - 12:20AM
#14
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Date Joined:
Apr 12, 2010
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... And just below that on p. 13 of the DM Guidelines:
"You can think of treasure on an encounter-by-encounter basis. By this way of thinking, a good target is 12.5 gp per character per level for an average encounter... For an easy encounter, use about 7.5 gp per character per level. For a tough encounter, you can give out about 25 gp per character per level."
So ... a "good target" would be the numbers from the chart above. 12.5 gp per level per encounter. Even if you went all easy encounters or hard encounters, there isn't much variation (easy is a bit less, and tough is a bit more).
This is still beside the point. This is money and has nothing to do with magic items... unless you assume that you can buy them in the magical 7/11 then it has no impact on this topic.
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4 months ago ::
Jan 18, 2013 - 12:53AM
#15
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Date Joined:
May 25, 2009
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Moving the goalpost is a logical fallacy. If you want the guidelines for giving out magic items that is on p. 3 of the Magic Items pdf.
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4 months ago ::
Jan 18, 2013 - 2:24AM
#16
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Date Joined:
Apr 12, 2010
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Linking to logical fallacies is a logical fallacy: yourlogicalfallacyis.com/appeal-to-autho...Looking at p3 and your spreadsheet; 120 avrg encounters = 1 v rare, 4 rare and 18.5 uncommon magic items + the 12k gold. This is party wide as its based on encounters. The magic items also has to allow for any scrolls and potions though you do get 2 for 1. But that you translate money for items is a personal choice in your group. Others may agree and do the same but no gmt should feel any pressure to do that. Sorry for my brief replies I am using my phone rather than a nice computer and keyboard.
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4 months ago ::
Jan 19, 2013 - 12:25AM
#17
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Date Joined:
May 25, 2009
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You don't seem to understand logical fallacies, maybe logic just isn't your thing. Today yours would be to-quoque. The numbers are based off individual xp per encounter not group xp, go do the math yourself instead of bumbling around beating a dead horse.
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4 months ago ::
Jan 20, 2013 - 7:31AM
#18
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Date Joined:
Nov 30, 2003
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I played around with the radom magic item tables, tweaked them so that it was much less likely to get items outside the suggestions for your level and came up with roughly the following:
A PC over the 20 levels of their career, will encounter: 38 Common Items (pretty much a non-issue right now since the only options are consumables) 9 Uncommon Items 3 Rare Items 1 Very Rare 1 Legendary
(Note that I upped the distribution of Very Rare and Rare so that everyone gets a really neat toy at some point)
So to Answer the original post
For a starting character at level 14 - as many as 7 uncommon items could be appropriate (based on current tables) No more than 2 rares, 1 would be fine no very rares or legendary
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4 months ago ::
Jan 20, 2013 - 9:22AM
#19
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Date Joined:
Apr 12, 2010
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I agree with those numbers, but as pizzamancrr has pointed out that doesnt account for the huge heap of money they also could have accumulated and what that can be used on. I think i would probably just give them the money in some way or form (a 5000g artwork, the deed to a mine, a small holding, a huge treasure chest or pouch of diamonds) and let them use it in game.... good plot hook as well: "you have a shitload of valueables... now spend it without getting mugged and ripped off"  Better give my players some more stuff and money
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