The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table.
Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game.
This is generally based off the "high magic" campaign.
Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game.
This is generally based off the "high magic" campaign.
Level | Starting Gold | Starting Equipment / Magic Items |
---|---|---|
1 | - | 160gp OR Standard starting equipment |
2 | 210gp | Standard starting equipment |
3 | 285gp | Standard starting equipment |
4 | 365gp | Standard starting equipment |
5 | 455gp | Standard starting equipment |
6 | 550gp | Standard starting equipment, 1 uncommon |
7 | 660gp | Standard starting equipment, 1 uncommon |
8 | 785gp | Standard starting equipment, 2 uncommon |
9 | 915gp | Standard starting equipment, 2 uncommon |
10 | 1200gp | Standard starting equipment, 2 uncommon |
11 | 1800gp | Standard starting equipment, 2 uncommon, 1 rare |
12 | 4000gp | Standard starting equipment, 2 uncommon, 1 rare |
13 | 7000gp | Standard starting equipment, 2 uncommon, 1 rare |
14 | 11000gp | Standard starting equipment, 3 uncommon, 1 rare |
15 | 14500gp | Standard starting equipment, 3 uncommon, 1 rare |
16 | 18000gp | Standard starting equipment, 3 uncommon, 1 rare |
17 | 20000gp | Standard starting equipment, 3 uncommon, 2 rare |
18 | 22000gp | Standard starting equipment, 3 uncommon, 2 rare |
19 | 23500gp | Standard starting equipment, 3 uncommon, 2 rare, 1 very rare |
20 | 25000gp | Standard starting equipment, 3 uncommon, 2 rare, 1 very rare |
Your table is unrealistic, look at a lot of the D&D modules and you get fine magic items from earlier than 4th level. I got a rapier +1 at 2nd level in a adventurers league module
ReplyDeleteConsidering an uncommon item could be a spell scroll or potion which a lot of modules give you
Our group had 3 dm's and we ran one campaign amongst the 5 of us, we talked about and started at first level with an actual magic item (not potion or scroll) which we called family heirloom (we just made sure it wasnt major).
Just saying the odds of getting a real item (not potion or scroll) before 6th level is good going by D&D adventures, your saying that impossible until 6th and its not guaranteed to be real item.
This is taken directly from the tables in the DMG from the designers of the game. Everyone runs their game differently, so your experience will vary. That doesn't change the base design of the game.
DeleteI use the following method for my own campaigns. Stole it from a Reddit post from long ago. Works well for me.
ReplyDelete1 common consumable every level from 1 to 5.
1 uncommon consumable every level from 6 to 10.
1 rare consumable every level from 11 to 15.
1 very rare consumable every level from 16 to 19.
1 legendary consumable @ level 20.
1 uncommon permanent item @ level 4. Another @ level 7.
1 rare permanent item @ level 10. Another @ level 13.
1 very rare permanent item @ level 16.
1 legendary permanent item @ level 19.